











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Writhing One |
| Level / Exp | 50 / 2128% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 34 (base 16) |
| Dexterity | 47 (base 32) |
| Constitution | 65 (base 60) |
| Magic | 98 (base 64) |
| Willpower | 22 (base 7) |
| Cunning | 81 (base 66) |
Resources
| Mana | 586/586 |
| Life | 1854/1854 |
| Positive | 177/177 |
| Steam | 100/100 |
| Insanity | 0/100 |
| Healing Factor | 1.4041355335885 |
| Regeneration | 0.35103388339712 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.31788189224% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 8 |
| See Stealth | 45.797963493854 |
| See Invisible | 74.797963493854 |
Offense: Mainhand
| Damage | 171 |
| Accuracy | 77 |
| Crit Chance | 89% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +30% |
| Arcane | +45% |
| Cold | +16% |
| All | +12% |
| Lightning | +16% |
| Light | +38% |
| Physical | +42% |
| Darkness | +166% |
| Fire | +16% |
| Nature | +30% |
Offense: Damage Penetration
| Darkness | +43% |
| Physical | +12% |
| Arcane | +20% |
| All | 0% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 37.439997691383 (35.65183292883%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 42 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 64%( 70%) |
| Blight | + 58%( 70%) |
| Arcane | + 66%( 70%) |
| Cold | + 62%( 70%) |
| All | + 57%( 70%) |
| Darkness | + 70%( 70%) |
| Temporal | + 63%( 70%) |
| Physical | + 59%( 70%) |
| Mind | + 64%( 70%) |
| Fire | + 65%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 69% |
| Teleport Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -757 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 757 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1022% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 43% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Demented / Controlled horrors | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Defensive Posture |
| talent | Chant of Fortitude |
| talent | Chaos Orbs |
| talent | Secrets of the Eternals |
| beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by cold drake hatchling. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton warrior. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | 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. The fortress's current energy level is: 5. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland 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 | Blackshear (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Ignore resists +10% darkness When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +4 Fatigue +3% Resistance +15% acid +18% fire +20% darkness Physical save +15 (+5 eff.) Silence Resist +34% Confus Resist +37% Pinning Resist +25% Stun Resist +38% Knockbk Resist +25% Teleport Resist +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light +35% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +10 Infravision +8 See Invisibility +8 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 95, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 566.67 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Coalmarrow (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +8 Lck offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +9% darkness When Hit 2 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 When Hit: * 38% chance to reduce strength, dexterity, and constitution by 34 * 29% chance to reduce damage dealt by 22% defense ------ Armor +4 Fatigue +4% Resistance +10% lightning +10% temporal +15% darkness +15% mind Mind save +19 (+4 eff.) Silence Resist +50% Confus Resist +32% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Ravenravage [power 105] (13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% darkness Ignore resists +5% darkness defense ------ Resistance +12% cold +3% temporal +3% darkness +5% arcane Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 149 physical damage Puts all charms on 13 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 4.4 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 323.10 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | Weepravager 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +18% nature +21% darkness Ignore resists +5% nature When Hit 4 nature On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Defense +10 (+3 eff.) Mind save +8 (+2 eff.) Slow Projectiles +25% Life +57.00 A belt that goes around your waist. |
| In main hand | dragonbone vilestaff 'Duvikan' (30-36 power, 6 apr, darkness element) 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * flashes light on your target dealing 94 damage While equipped: Stats +5 Wil offense ------ Physical Crit +10.0% Spell Crit +21% Critical power +72.00% Physical Power +9 (+1 eff.) Spellpower +28 (+6 eff.) On-Hit 27 fire Damage +30% darkness +6% arcane Accuracy +14 (+3 eff.) defense ------ Armor +4 Unlife -60.00 life Blind Resist +20% other ------- See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Disarm Resist +100% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 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 | fearwoven elven-silk robe of Linaniil (0 def, 10 armour) 2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spell Crit +10% Mind Crit +1% Spellpower +19 (+4 eff.) Mindpower +8 (+3 eff.) Damage +19% darkness +16% physical Ignore resists +18% darkness +12% physical defense ------ Armor +10 Resistance +15% all Crit Resistance 35.00% other ------- Mana/turn +0.24 Max mana +41.00 Max hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Neroda the elven-silk cloak (3 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature While equipped: offense ------ Spell Crit +5% Critical power +26.00% Spellpower +8 (+2 eff.) Damage +12% arcane Ignore resists +10% arcane Accuracy +30 (+6 eff.) defense ------ Defense +3 (+1 eff.) Fatigue -7% Resistance +3% blight +5% physical +30% lightning Mind save +3 (+0 eff.) Life +155.00 Healmod +5% Disease Resist +20% Stun Resist +50% other ------- Max mana +76.00 Max stamina +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gatha0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Str offense ------ Physical Crit +2.0% Critical power +15.00% On-Hit 11 light 10 darkness Damage +11% light +10% darkness Ignore Armor +6 When Hit: * 10% chance to reduce damage dealt by 22% * 10% chance to blind defense ------ Unlife -60.00 life other ------- Light +2 See Invisibility +12 Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 155% / cooldown 62%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 62%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 191% / cooldown 71%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 71%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 74.60 physical damage and 136.59 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 261; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 261 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 904%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 904% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 974%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 974% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 643; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 643 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 23%; physical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of the Rift (238.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 266.56 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 111; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 111 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 118; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 118 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Belywen0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +10 Con other ------- EQ when Hit +0.44 Psi when Hit +0.12 Hate-on-crit +5.00 Light +3 Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
Vox0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
grounding copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind 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. |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Glorewen0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex offense ------ Accuracy +6 (+1 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% acid +9% temporal +6% nature Crit Resistance 15.00% Rings make your fingers look great! |
Morningrazor the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +2 Mag +7 Wil offense ------ Damage +16% darkness Ignore resists +10% light defense ------ Resistance +32% darkness +15% lightning other ------- Light +2 Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 41 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+3 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: 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. |
gold ring 'Mayetha'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +6 Con offense ------ Critical power +15.00% Physical Power +11 (+2 eff.) Spellpower/crit +8 Damage +12% arcane When Hit 4 temporal defense ------ Resistance +12% temporal other ------- Mana-on-crit +2.00 Max mana +60.00 Rings make your fingers look great! |
marksman's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Mind save +6 (+1 eff.) Confus Resist +22% Rings make your fingers look great! |
marksman's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Life +23.00 Disarm Resist +23% Pinning Resist +24% Knockbk Resist +22% Rings make your fingers look great! |
savage's steel ring of frost (+22%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ Damage +11% cold defense ------ Resistance +22% cold Spell save +12 (+4 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
sneakthief's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +9 Cun +5 Dex offense ------ Accuracy +8 (+2 eff.) Rings make your fingers look great! |
steel ring 'Torchstalker'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Con offense ------ Physical Power +10 (+2 eff.) Damage +9% fire Ignore resists +15% fire defense ------ Resistance +5% arcane Life Regen +3.00 Stun Resist +28% other ------- Max stamina +30.00 Rings make your fingers look great! |
stralite ring 'Emolethra'0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Str +2 Dex +6 Wil +7 Con offense ------ Physical Crit +2.0% Physical Power +9 (+1 eff.) Accuracy +15 (+3 eff.) defense ------ Armor +8 Resistance +2% physical Mind save +25 (+6 eff.) Confus Resist +36% Rings make your fingers look great! |
wizard's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Spell save +4 (+1 eff.) Rings make your fingers look great! |
wizard's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
Arorata (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +10 Mag +7 Cun +10 Con offense ------ Physical Crit +13.0% Spell Crit +5% Critical power +28.00% Spellpower +24 (+5 eff.) On-Hit 33 arcane Damage +30% darkness +9% physical Ignore resists +5% arcane Accuracy +15 (+3 eff.) defense ------ Resistance +1% physical other ------- Negative/turn +0.20 Vim-on-crit +7.00 Max mana +98.00 Max vim +20.00 Max negative +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+10 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 164 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Sootspire the dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Spell Crit +5% Mind Crit +3% Critical power +80.00% Spellpower +35 (+7 eff.) Mindpower +25 (+9 eff.) On-Hit 62 fire Damage +6% mind +30% darkness +3% light Ignore resists +10% darkness other ------- Max hate +4.00 See Invisibility +39 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Haneladohad1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Cun +9 Lck offense ------ Critical power +20.20% Damage +15% temporal Accuracy +20 (+4 eff.) When Hit 4 mind defense ------ Armor +9 Fatigue -8% Stealth +15 other ------- Disarm Traps +21 Encumbrance +60 Infravision +5 Create a temporary shield that absorbs 401 damage Puts all charms on 25 turn cooldown A belt that goes around your waist. |
Yvutha1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +8 Str +7 Wil +8 Cun offense ------ Physical Crit +2.0% Physical Power +25 (+5 eff.) Against +43% Summoned Ignore Armor +3 When Hit 12 temporal On-Hit (Melee): * 24% chance to gain 10% of a turn (3/turn limit) defense ------ Resist Against +43% Summoned Unlife -94.49 life Out-of-Phase Defense +18 Out-of-Phase Resistance +18% Out-of-Phase Resilience +18% A belt that goes around your waist. |
drakeskin leather belt 'Aletoran'1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +6 Mag offense ------ Physical Crit +7.0% Critical power +30.00% Physical Power +9 (+1 eff.) defense ------ Fatigue -7% Crit Resistance 5.00% other ------- Encumbrance +32 EQ when Hit +0.08 Infravision +3 A belt that goes around your waist. |
Porewe the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Power +5 (+1 eff.) Accuracy +10 (+2 eff.) defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +6% acid +11% cold Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xoda the Chargehash (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Spell Crit +5% Critical power +21.00% Spellpower +6 (+1 eff.) Damage +12% lightning +15% temporal +10% arcane Ignore resists +9% arcane +15% darkness When Hit 10 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +2 (+0 eff.) Resistance +0% lightning +0% cold +0% nature other ------- Max mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Hanilathalar' (8 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +5 Mag +6 Wil offense ------ Physical Crit +1.0% Spell Crit +8% Damage +21% darkness Ignore resists +12% darkness defense ------ Defense +8 (+2 eff.) Resistance +23% darkness +1% physical Physical save +12 (+4 eff.) Stealth +20 Life +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+6 eff.) defense ------ Defense +6 (+2 eff.) Resistance +15% all Spell save +25 (+8 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag +0 Cun +0 Con offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.9 Power cost 13 out of 20/20. Range 8 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 27 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Issynarintir the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Move Speed +10% Damage +6% mind Ignore resists +20% mind When Hit 4 arcane defense ------ Armor +3 Fatigue -3% Resistance +5% arcane +3% acid Life +34.00 other ------- Stamina/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Aryssra' (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Mag offense ------ Physical Crit +5.0% Physical Power +23 (+4 eff.) Spellpower +28 (+6 eff.) Mindpower +18 (+6 eff.) Damage +30% acid +12% mind +10% blight Ignore resists +10% mind +14% physical defense ------ Armor +5 Resistance +6% acid Disease Resist +50% A pair of boots made of leather. |
Ivytira the Rainwilter (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 7 lightning Damage +7% lightning +6% cold Accuracy +9 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +8% lightning +12% temporal +6% light +6% blight +3% fire Physical save +10 (+4 eff.) Mind save +7 (+1 eff.) Life Regen +6.00 Disarm Resist +27% other ------- Stamina/turn +1.30 Max stamina +21.00 Unarmed combat: Weapon Damage 27.5 - 38.5 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-crit, radius 2 +12 lightning On Hit: 10% Perfect Control level 5 On Hit: 10% Lightning Breath level 5 On Hit: 10% Nightmare level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Glareimmortal' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Spell Crit +7% Spellpower +15 (+3 eff.) On-Hit 12 lightning Damage +11% lightning +3% light defense ------ Armor +3 Resistance +7% lightning Life Regen +5.00 Poison Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +1.30 Mana/turn +0.34 Max stamina +24.00 Light +3 Unarmed combat: Weapon Damage 28.5 - 31.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +15 arcane On-crit, radius 2 +15 lightning On Hit: 10% Nightmare level 5 On Hit: 10% Lightning Breath level 5 On Hit: 10% Elemental Bolt level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Helm of Knowledge (0 def, 12 armour)3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% light +15% mind +10% arcane Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 17 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Malista the Blazehash (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +5 (+1 eff.) Damage +12% physical +13% temporal +8% darkness +5% light Ignore resists +15% lightning +20% arcane When Hit 2 arcane defense ------ Defense +3 (+1 eff.) Resistance +24% lightning Shield Power +9% Life Regen +2.60 other ------- Mana/turn +0.22 A pointy cloth hat, very wizardly... |
Skysmasher (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +8 Lck offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% When Hit 4 mind defense ------ Armor +4 Fatigue +4% Resistance +21% lightning +6% fire +5% arcane +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steamcatcher (12 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun offense ------ Steam Crit +5% Steampower +15 (+5 eff.) Damage +10% physical defense ------ Defense +12 (+4 eff.) Resistance +15% fire other ------- Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
dwarven-steel helm 'Murkbright' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Str offense ------ Critical power +10.00% Physical Power +15 (+3 eff.) Ignore resists +20% darkness +15% lightning Ignore Armor +5 When Hit 10 darkness defense ------ Armor +4 Fatigue +4% Resistance +19% lightning +10% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
947 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Infernotrencher the dwarven-steel pickaxe (dig speed 7 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +4 Str offense ------ Damage +15% lightning +20% fire +13% mind Ignore resists +10% lightning +5% fire Ignore Armor +8 defense ------ Resistance +6% fire Mind save +12 (+3 eff.) While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 66 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 45.22 cold damage and 55.36 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
piercing dwarven lantern of corpselight1.0 Encumbrance T5 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Ignore resists +12% all Ignore Armor +9 defense ------ Resistance +13% blight +9% darkness other ------- Light +7 Infravision +4 See Invisibility +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 34 blight damage or heals 39 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +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. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
70 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
12 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 148% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 769.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +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. |
Nasarach [power 3] (21 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Resistance +5% arcane +9% nature +9% mind Unlife -20.00 life Disease Resist +10% Silence Resist +10% Knockbk Resist +20% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of stinging 'Amovor' [power 446] (13 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% mind Ignore resists +10% mind defense ------ Armor +4 Resistance +6% temporal Spell save +12 (+4 eff.) Knockbk Resist +10% Sting an enemy dealing 580 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. 100% to increase all damage by 27% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Arthabar the dragonbone wand of shielding [power 560] (17 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +9 Wil offense ------ Spell Crit +10% Critical power +15.00% Spellpower/crit +6 Damage +21% arcane defense ------ Crit Resistance 15.00% Physical save +12 (+4 eff.) Stun Resist +24% other ------- Vim-on-crit +2.43 Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
17 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Varal the Shalore Writhing One level 34
19th Dusk 123rd year of Ascendancy at 23:16 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Varal the Shalore Writhing One level 50
63rd Regrowth 124th year of Ascendancy at 08:44 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Varal the Shalore Writhing One level 30
2nd Pyre 123rd year of Ascendancy at 13:42 see stats
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Varal the Shalore Writhing One level 32
10th Mirth 123rd year of Ascendancy at 11:33 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Varal the Shalore Writhing One level 39
35th Dusk 123rd year of Ascendancy at 09:09 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Varal the Shalore Writhing One level 39
40th Dusk 123rd year of Ascendancy at 01:11 see stats
Atamathoned! (Nightmare (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Varal the Shalore Writhing One level 50
73rd Dusk 124th year of Ascendancy at 10:45 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Varal the Shalore Writhing One level 47
35th Regrowth 124th year of Ascendancy at 12:45 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Varal the Shalore Writhing One level 37
31st Dusk 123rd year of Ascendancy at 05:31 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Varal the Shalore Writhing One level 46
76th Haze 123rd year of Ascendancy at 09:03 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Varal the Shalore Writhing One level 14
69th Dusk 122nd year of Ascendancy at 04:55 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Varal the Shalore Writhing One level 50
21st Pyre 124th year of Ascendancy at 16:05 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Varal the Shalore Writhing One level 36
27th Dusk 123rd year of Ascendancy at 15:00 see stats
Dethroned (Nightmare (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Varal the Shalore Writhing One level 50
47th Pyre 124th year of Ascendancy at 03:45 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Varal the Shalore Writhing One level 41
40th Dusk 123rd year of Ascendancy at 12:39 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Varal the Shalore Writhing One level 21
2nd Wintertide 123rd year of Ascendancy at 10:19 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Varal the Shalore Writhing One level 50
43rd Dusk 124th year of Ascendancy at 01:38 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Varal the Shalore Writhing One level 19
60th Haze 122nd year of Ascendancy at 15:54 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Varal the Shalore Writhing One level 24
65th Regrowth 123rd year of Ascendancy at 22:49 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Varal the Shalore Writhing One level 50
1st Mirth 124th year of Ascendancy at 03:15 see stats
Flooder (Nightmare (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Varal the Shalore Writhing One level 50
21st Pyre 124th year of Ascendancy at 17:12 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Varal the Shalore Writhing One level 33
7th Flare 123rd year of Ascendancy at 05:55 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Varal the Shalore Writhing One level 41
40th Dusk 123rd year of Ascendancy at 07:03 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Varal the Shalore Writhing One level 32
9th Pyre 123rd year of Ascendancy at 20:22 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Varal the Shalore Writhing One level 10
39th Dusk 122nd year of Ascendancy at 20:35 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Varal the Shalore Writhing One level 20
62nd Haze 122nd year of Ascendancy at 10:41 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Varal the Shalore Writhing One level 30
1st Pyre 123rd year of Ascendancy at 13:06 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Varal the Shalore Writhing One level 40
40th Dusk 123rd year of Ascendancy at 01:13 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Varal the Shalore Writhing One level 50
49th Regrowth 124th year of Ascendancy at 19:22 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Varal the Shalore Writhing One level 50
78th Pyre 124th year of Ascendancy at 15:25 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By Varal the Shalore Writhing One level 45
65th Haze 123rd year of Ascendancy at 18:42 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Varal the Shalore Writhing One level 20
78th Haze 122nd year of Ascendancy at 23:32 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Varal the Shalore Writhing One level 50
50th Regrowth 124th year of Ascendancy at 18:28 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Varal the Shalore Writhing One level 31
7th Pyre 123rd year of Ascendancy at 03:42 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Varal the Shalore Writhing One level 21
2nd Allure 123rd year of Ascendancy at 02:12 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Varal the Shalore Writhing One level 11
50th Dusk 122nd year of Ascendancy at 02:24 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Varal the Shalore Writhing One level 36
27th Dusk 123rd year of Ascendancy at 17:50 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Varal the Shalore Writhing One level 50
43rd Dusk 124th year of Ascendancy at 01:38 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Varal the Shalore Writhing One level 50
73rd Dusk 124th year of Ascendancy at 10:45 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Varal the Shalore Writhing One level 11
43rd Dusk 122nd year of Ascendancy at 14:37 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Varal the Shalore Writhing One level 50
78th Pyre 124th year of Ascendancy at 08:28 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By Varal the Shalore Writhing One level 50
43rd Dusk 124th year of Ascendancy at 01:38 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Varal the Shalore Writhing One level 33
2nd Flare 123rd year of Ascendancy at 08:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Varal the Shalore Writhing One level 9
7th Mirth 122nd year of Ascendancy at 00:46 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Varal the Shalore Writhing One level 42
69th Dusk 123rd year of Ascendancy at 23:51 see stats
They Came From Outer Space! (Nightmare (Roguelike) difficulty)
Discovered the true origin of dwarves and drems.By Varal the Shalore Writhing One level 45
66th Haze 123rd year of Ascendancy at 18:40 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Varal the Shalore Writhing One level 28
80th Regrowth 123rd year of Ascendancy at 20:57 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Varal the Shalore Writhing One level 17
13rd Haze 122nd year of Ascendancy at 03:54 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Varal the Shalore Writhing One level 29
1st Pyre 123rd year of Ascendancy at 13:06 see stats
You were not supposed to see that! (Nightmare (Roguelike) difficulty)
Read a Forbidden Tome.By Varal the Shalore Writhing One level 50
46th Pyre 124th year of Ascendancy at 04:25 see stats
Log
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Varal links closer to his ally!
Saving done.
Ran for 6 turns (stop reason: didn't move).
Lore found: fifth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Transmogrification Chest
You can read all your collected lore in the game menu, by pressing Escape.
You gain 25.00 gold from the transmogrification of Forbidden Tome: "The Day It Came".
You gain 25.00 gold from the transmogrification of Forbidden Tome: "The Illusory Castle".
Varal casts Tendrils Eruption.
Resting starts...
Talent Tendrils Eruption is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).






























































































































































