















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. 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 line-wrapping logic thanks to Joerle! QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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: 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. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) 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. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Annihilator |
| Level / Exp | 50 / 3755% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 36 (base 20) |
| Dexterity | 113 (base 62) |
| Constitution | 44 (base 35) |
| Magic | 95 (base 60) |
| Willpower | 25 (base 16) |
| Cunning | 100 (base 60) |
Resources
| Life | 348/916 |
| Positive | 177/177 |
| Steam | 98/100 |
| Healing Factor | 1.5355007465518 |
| Regeneration | 60.741273212046 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +170% |
Vision
| Sight | 13 |
| Lite | 6 |
| Infravision | 23 |
| See Stealth | 84 |
| See Invisible | 98 |
Offense: Mainhand
| Damage | 142 |
| Accuracy | 81 |
| Crit Chance | 114% |
| APR | 68 |
| Speed | 1.50 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +116% |
| Blight | +70% |
| Arcane | +49% |
| Cold | +55% |
| All | +27% |
| Lightning | +39% |
| Light | +44% |
| Physical | +87% |
| Mind | +33% |
| Darkness | +68% |
| Fire | +170% |
| Nature | +52% |
Offense: Damage Penetration
| Acid | +105% |
| Light | +80% |
| Darkness | +90% |
| Arcane | +113% |
| Fire | +110% |
| All | +75% |
Defense: Base
| Armour (hardiness) | 19 (57.155997060385%) |
| Defense | 93 |
| Ranged Defense | 93 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 45 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 69%( 70%) |
| Arcane | + 67%( 70%) |
| Cold | + 70%( 70%) |
| All | + 65%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 67%( 70%) |
| Physical | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 66%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Confusion Resistance | 100% |
| Knockback Resistance | 35% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 91% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.5 steam per turn. Can be activated for an instant burst of 102 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 204% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 152 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 61 up to 6 times. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Resistance |
| talent | Flamethrower |
| talent | Exoskeleton |
| talent | Rocket Pod |
| talent | Incendiary Grenade |
| beneficial effect | Improves/gives invisibility (power 25), reducing damage dealt by 0%. Invisibility |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | Fight to the brink of death, can not die before going under -593 life (but life under 0 is not shown) and increases all resistances by 28%. Pain Suppressor Salve |
| beneficial effect | Improves senses, allowing the detection of enemies in radius 28 and increasing resistance penetration by 50%. Hypervision Goggles |
| beneficial effect | The target is surrounded by a magical shield, absorbing 121/152 damage before it crumbles. Damage Shield |
| beneficial effect | 58% of all incoming damage is redirected to the adjacent Guardian Turret. Guardian Shield |
| beneficial effect | Has 4 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 4 Ammo |
| beneficial effect | Increases global action speed by 70%. Speed |
| beneficial effect | The target has 32 increased life regeneration. Recovery |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 44% steamgun damage. 3 stacks remaining. Reactive Armor |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Secrets of the Eternals |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 lone alchemist from death by Vorussra the skeleton archer. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1894. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 failed to protect her when escorting her out of the crypt. | failed |
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 |
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 within1 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 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 | Eden's Guile (3 def, 2 armour) 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +4 Cun defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +2% Physical save +16 (+6 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 9/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | Freezerend the pouch of voratun shots (19/24, 75-90 power, 18 apr) 3.0 Encumbrance T5 shot ammo [Random Unique] Master Weapon Damage 75.0 - 90.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +37.0% Capacity 24 Projectile Speed +200% On-ranged-hit +16 cold On-Hit, radius 1 +21 cold +4 fire On-crit, radius 2 +20 cold On Critical: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: other ------- Talents +5 Hook Shell Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Elytira' 1.0 Encumbrance T5 lite [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Critical power +23.24% Damage +18% acid +9% physical +20% darkness Ignore resists +15% acid When Hit 10 physical defense ------ Resistance +5% physical +6% temporal Physical save +15 (+5 eff.) Spell save +9 (+3 eff.) Healmod +29% other ------- Stamina/turn +2.00 Light +1 Infravision +8 See Invisibility +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Anugrim the elven-silk wizard hat (3 def, 0 armour) 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Wil +1 Mag offense ------ Mind Crit +4% Critical power +20.69% Mindpower +9 (+3 eff.) Spellpower/crit +6 Damage +15% acid +20% physical +15% darkness +26% fire +10% cold +12% arcane +12% lightning Ignore resists +5% arcane defense ------ Defense +3 (+1 eff.) Resistance +17% physical +16% darkness +22% fire other ------- Max hate +15.00 Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed A pointy cloth hat, very wizardly... |
| Tool | Brandwrest the ash wand of lightning storm [power 200] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Dex +4 Con offense ------ Damage +24% fire Ignore resists +10% fire On-Hit (Melee): * 20% chance to slow global speed by 54% other ------- Light +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 55 lightning damage and will be dazed for 1 turn (278 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Blazemark the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Accuracy +15 (+3 eff.) Ignore Armor +17 When Hit 11 lightning On-Hit (Melee): * 22% chance to reduce all saves and defense by 27 defense ------ Defense +14 (+3 eff.) Resistance +5% arcane Mind save +14 (+4 eff.) Blind Resist +50% Confus Resist +42% Stun Resist +60% other ------- Infravision +6 See Stealth +19 See Invisibility +25 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | voratun ring 'Dairerak'0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +11 Dex +4 Mag +5 Cun offense ------ Spellpower +10 (+2 eff.) Damage +3% blight Ignore resists +10% arcane Accuracy +15 (+3 eff.) defense ------ Resistance +3% physical Mind save +16 (+5 eff.) Unlife -40.00 life Life Regen +7.00 Confus Resist +62% Stun Resist +109% other ------- Max mana +20.00 Rings make your fingers look great! |
| Around waist | Dazzlepulverizer |
| In main hand | The Long-Arm 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% On Hit: * chills your foe dealing 42 damage and slowing them by one tenth of a turn Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
| On hands | Dakhtun's Gauntlets (0 def, 7 armour) 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +7 Str +7 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +7 Disarm Resist +100% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex 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 | Gessra the elven-silk robe (0 def, 10 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Spellpower +17 (+4 eff.) Damage +31% acid +21% physical +45% fire +18% cold +6% mind +20% all Ignore resists +15% acid When Hit 6 mind defense ------ Armor +10 Resistance +19% acid +20% physical +17% cold +57% fire +15% all Crit Resistance 35.00% other ------- EQ when Hit +0.24 Psi when Hit +0.08 Hate-on-crit +2.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Blackfiend the elven-silk cloak (4 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: offense ------ Spell Crit +5% Critical power +50.00% Spellpower +8 (+2 eff.) Damage +6% darkness +10% arcane Ignore resists +15% darkness +23% arcane Accuracy +14 (+3 eff.) Ignore Armor +15 When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Defense +4 (+1 eff.) Resistance +48% lightning Stealth +14 Life +54.00 Stun Resist +50% other ------- Max mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Elerin the Hailarc0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: offense ------ Critical power +34.00% Spellpower +11 (+2 eff.) Damage +15% blight +12% fire Accuracy +5 (+1 eff.) Ignore Armor +18 defense ------ Resistance +2% physical +29% light +12% blight +12% cold +3% mind +30% darkness Blind Resist +41% Disease Resist +10% Knockbk Resist +10% Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 125% / cooldown 52%)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 125% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the duelist (efficiency 159% / cooldown 82%)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 159% efficiency and cooldown mod of 82%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 129% / cooldown 57%)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 129% efficiency and cooldown mod of 57%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the wizard (steam 15)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.3 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 868%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 868% 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 duelist (heal 683; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 683 life over 5 turns. Its effects scale with your Dexterity 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 titan (res 25%; physical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (250.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 317.50 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 26 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 psychic (absorb 45; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 45 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 455; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 455 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) 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! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Elenyrig0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +6% physical Ignore Armor +4 On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Defense +20 (+4 eff.) other ------- Stamina/turn +2.00 Amulets make your neck look great! |
Glimmerrupture the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Dex +3 Mag +2 Wil +2 Con defense ------ Resistance +12% light +13% darkness Blind Resist +21% other ------- Light +1 Infravision +2 Amulets make your neck look great! |
clarifying copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +12% mind Confus Resist +20% Amulets make your neck look great! |
copper amulet 'Armedig'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +5 Wil +8 Con offense ------ Ignore resists +15% mind When Hit 10 acid Amulets make your neck look great! |
Brandwrack the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con offense ------ Move Speed +10% Damage +15% fire Ignore resists +25% acid When Hit 6 acid defense ------ Fatigue -5% Resistance +30% acid Life Regen +3.00 other ------- Stamina/turn +0.80 Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Arcspiker the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% lightning When Hit 4 acid defense ------ Resistance +6% darkness +15% cold Spell save +9 (+3 eff.) Life +100.00 Life Regen +4.00 Blind Resist +28% Confus Resist +20% other ------- Infravision +7 Sight +2 See Invisibility +11 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 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Zemekkys' Broken Hourglass0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 50 out of 80/80. Range melee/personal Cooldown: 49 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Coalvein the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Con offense ------ Damage +12% darkness Ignore resists +20% cold On-Hit (Melee): * 23% chance to reduce damage dealt by 22% defense ------ Armor +16 Defense +24 (+5 eff.) Resistance +6% lightning +15% cold Max Resistance +14% all Physical save +45 (+14 eff.) Amulets make your neck look great! |
Cutheruichak the Dayspar0.1 Encumbrance T5 amulet jewelry [Random Unique] Master While equipped: Stats +9 Dex +6 Cun +6 Con offense ------ Move Speed +10% Damage +6% light +6% physical Accuracy +5 (+1 eff.) defense ------ Armor +10 Defense +11 (+3 eff.) Fatigue -12% Max Resistance +7% all Physical save +27 (+9 eff.) Life Regen +6.00 other ------- Stamina/turn +1.00 Max stamina +10.00 Amulets make your neck look great! |
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. |
clarifying voratun amulet of perfection (0.33 Wild-gift / Harmony,0.33 Technique / Combat training)0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +22% mind Confus Resist +41% other ------- Masteries +0.33 Wild-gift/Harmony +0.33 Technique/Combat training Amulets make your neck look great! |
starseer's voratun amulet of murder0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Critical power +14.00% Spellpower +5 (+1 eff.) Damage +7% darkness +7% temporal +6% light +8% physical Accuracy +8 (+2 eff.) Ignore Armor +19 Amulets make your neck look great! |
voratun amulet 'Islethra'0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: offense ------ Mind Crit +4% Critical power +20.40% Physical Power +41 (+8 eff.) Combat Speed +10% Damage +10% physical Ignore resists +25% mind Accuracy +30 (+6 eff.) defense ------ Armor +8 other ------- Max mana +60.00 Max psi +30.00 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental 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. |
Islydatira0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +3 Mag +10 Con offense ------ Physical Power +19 (+4 eff.) Spellpower +9 (+2 eff.) Mindpower +8 (+2 eff.) Damage +11% fire defense ------ Resistance +22% fire other ------- Light +1 Rings make your fingers look great! |
gold ring 'Harikalthoduhor'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature While equipped: offense ------ Damage +15% acid +12% fire Ignore resists +5% blight When Hit 8 acid defense ------ Resistance +8% blight +24% fire +7% nature Life +57.00 Life Regen +6.00 Healmod +15% Poison Resist +13% Disease Resist +15% Rings make your fingers look great! |
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 (+3 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. |
Hettorath0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Cun +9 Dex offense ------ Damage +9% arcane Accuracy +12 (+2 eff.) On-Hit (Melee): * 22% chance to reduce all saves and defense by 27 defense ------ Resistance +16% mind +5% arcane Life +40.00 Life Regen +6.00 Disarm Resist +34% Pinning Resist +36% Stun Resist +110% Knockbk Resist +49% Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +8 Cun +6 Mag offense ------ Spellpower +10 (+2 eff.) Ignore resists +5% lightning +15% temporal When Hit 2 lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +25% acid +25% fire +31% lightning +26% cold Mind save +12 (+4 eff.) Confus Resist +38% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's voratun ring of light (+28%)0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +13 (+3 eff.) Damage +14% light defense ------ Resistance +28% light Rings make your fingers look great! |
pixie's voratun ring of perseverance0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Mag offense ------ Spellpower +11 (+2 eff.) defense ------ Life Regen +4.00 Stun Resist +36% Rings make your fingers look great! |
savage's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +5 Con defense ------ Spell save +18 (+6 eff.) other ------- Max stamina +35.00 Rings make your fingers look great! |
voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +9 Dex offense ------ Accuracy +10 (+2 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +15 (+3 eff.) Spellpower +14 (+3 eff.) Mindpower +15 (+5 eff.) Damage +6% all defense ------ Stun Resist +60% Rings make your fingers look great! |
voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +6 Con defense ------ Spell save +17 (+5 eff.) Stun Resist +60% other ------- Max stamina +22.00 Rings make your fingers look great! |
voratun ring0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
voratun ring 'Arthadevon'0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: offense ------ Accuracy +15 (+3 eff.) Ignore Armor +16 defense ------ Defense +14 (+3 eff.) Resistance +12% lightning +6% mind +9% light Crit Resistance 16.43% Mind save +12 (+4 eff.) Life Regen +7.00 Blind Resist +20% Cut Resist +20% Confus Resist +49% Stun Resist +94% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring 'Carrionvalor'0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +9 Str +14 Con offense ------ Physical Power +14 (+3 eff.) Damage +6% nature Ignore resists +10% darkness When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Fatigue -9% Resistance +6% nature +6% acid Spell save +31 (+10 eff.) other ------- Encumbrance +39 Max stamina +38.00 Rings make your fingers look great! |
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 (+12 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 200 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." |
earthen dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +5% Spellpower +27 (+6 eff.) Damage +30% arcane defense ------ Armor +12 Hardiness +12% Physical save +12 (+4 eff.) other ------- Max mana +109.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced stralite dagger of enduring (29-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 29.0 - 37.7 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +13 Con +13 Wil offense ------ Accuracy +7 (+1 eff.) defense ------ Defense +12 (+3 eff.) Life +90.00 Disarm Resist +40% Sharp, short and deadly. |
stormbringer's voratun dagger of enduring (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +26 lightning +22 cold While equipped: Stats +11 Con +9 Wil offense ------ Move Speed +28% Ignore resists +16% lightning +15% cold defense ------ Life +81.00 Sharp, short and deadly. |
Tinkerer's Twinblaster4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 50% Range +4 Projectile Speed +600% On-ranged-hit +5 physical Recursive +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
Annihilator4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 333% Damage Multiplier 100% Range +8 Projectile Speed +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Saludamitira the Scorchravage4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +9 fire On-crit, radius 2 +16 lightning +17 cold On Hit: * 10% chance to slow global speed by 54% Uses 2.0 Steam While equipped: offense ------ Move Speed +36% Damage +21% fire Ignore resists +15% lightning +21% cold +25% fire +10% all Accuracy +13 (+3 eff.) Ignore Armor +9 defense ------ Resistance +15% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of voratun shots of annihilation (20/20, 69-83 power, 18 apr)3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 69.0 - 82.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +28.0% Capacity 20 Projectile Speed +200% On Critical: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
Arymivea the Lavaripper (0 def, 8 armour, 46-55 power, 136.5 block)7.0 Encumbrance T4 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Weapon Damage 46.0 - 55.2 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +136 On-crit, radius 2 +8 blight While equipped: offense ------ Damage +15% fire Ignore resists +5% fire When Hit 6 blight On-Hit (Melee): * 9% chance to reduce all saves and defense by 27 When Hit: * 18% chance to reduce all saves and defense by 27 defense ------ Armor +8 Fatigue +8% Resistance +15% fire Life +64.00 other ------- Talents +1 Block Handheld deflection devices. |
Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training Wil 28 [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+4 eff.) Ranged Defense +17 (+4 eff.) Fatigue +12% Resistance +12% mind +10% fire +20% light +15% darkness Mind save +18 (+6 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 71.18 to 88.98 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
cashmere robe 'Furnacequarry' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: Stats +14 Con offense ------ Physical Crit +5.0% Damage +21% blight +9% fire defense ------ Resistance +21% blight +11% all Physical save +12 (+4 eff.) other ------- See Invisibility +18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duathelorder (3 def, 3 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Mag +6 Wil offense ------ Damage +16% lightning +20% physical +12% darkness +22% fire +20% cold defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +10% lightning +15% darkness +33% fire +12% cold +13% all Physical save +22 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Turelin (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +8 Wil +2 Con offense ------ Spellpower +13 (+3 eff.) Damage +13% acid +12% physical +13% cold +12% fire +12% all defense ------ Resistance +17% acid +14% physical +12% blight +13% cold +14% fire +13% all other ------- Mana/turn +0.23 Psi/turn +0.28 See Invisibility +12 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Neryra the Ebonystreak (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Damage +14% acid +14% physical +20% cold +41% fire Ignore resists +10% darkness defense ------ Resistance +27% acid +23% physical +6% darkness +3% blight +61% fire +28% cold +15% all other ------- Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +11% Spellpower +25 (+6 eff.) defense ------ Resistance +15% all other ------- Mana/turn +0.37 Max mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yarymantir the Tideraven1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+1 eff.) Damage +0% acid +0% blight +6% cold +0% nature +0% fire Ignore Armor +2 When Hit 4 cold defense ------ Defense +25 (+5 eff.) other ------- Max stamina +10.00 A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +5% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blacknigh the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +6 Cun +9 Lck offense ------ Damage +15% darkness Accuracy +10 (+2 eff.) defense ------ Armor +21 Defense +15 (+3 eff.) Resistance +6% arcane +6% lightning Crit Resistance 19.38% Physical save +21 (+7 eff.) Stealth +10 Life +70.00 Stun Resist +10% other ------- Disarm Traps +30 Stamina/turn +3.88 Infravision +6 A belt that goes around your waist. |
pair of hardened leather boots 'Nerulle' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane While equipped: Stats +3 Mag offense ------ Mind Crit +3% Mindpower +15 (+5 eff.) defense ------ Armor +3 Resistance +5% arcane Silence Resist +50% Confus Resist +52% Stun Resist +58% other ------- Psi when Hit +0.12 Hate-on-crit +1.00 Spell cooldown 10% A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego] Master While equipped: Stats +12 Lck +7 Dex defense ------ Armor +5 Stealth +15 other ------- Stamina/turn +1.20 Max stamina +38.00 A pair of boots made of leather. |
Earthblack the dwarven-steel gauntlets (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 6 fire 8 physical Damage +5% physical +5% fire Accuracy +8 (+2 eff.) When Hit 2 nature defense ------ Armor +8 Fatigue +3% Resistance +3% lightning +12% fire +6% light Physical save +7 (+3 eff.) Mind save +6 (+2 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 21.5 - 30.1 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +8 physical On-crit, radius 2 +5 physical +8 fire On Hit: 10% Perfect Control level 3 On Hit: 10% Sand Breath level 3 On Hit: 10% Fire Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Kilnkill the cashmere wizard hat (2 def, 6 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Wil offense ------ Physical Crit +6.0% Critical power +20.00% Physical Power +20 (+4 eff.) Damage +12% light Ignore resists +25% fire Ignore Armor +4 defense ------ Armor +6 Defense +2 (+1 eff.) Resistance +5% physical Physical save +11 (+4 eff.) A pointy cloth hat, very wizardly... |
Gunoleg (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +13 Dex offense ------ Physical Crit +10.5% Critical power +26.31% Physical Power +20 (+4 eff.) Damage +39% mind Ignore resists +25% arcane defense ------ Armor +5 Fatigue +5% other ------- Stamina/turn +3.95 A cap made of leather. |
drakeskin leather cap 'Iceumbra' (7 def, 16 armour)2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: offense ------ Damage +24% fire +9% cold defense ------ Armor +16 Defense +7 (+2 eff.) Fatigue +5% Resistance +7% fire +20% cold +7% all Physical save +11 (+4 eff.) other ------- Infravision +3 A cap made of leather. |
stabilizing voratun helm of constitution (+10) (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego] Master While equipped: Stats +10 Con defense ------ Armor +5 Fatigue +5% Physical save +25 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
16 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. |
18 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. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 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. |
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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
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. |
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. |
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. |
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. |
1617 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. |
75 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. |
alchemist's lamp 'Magmashine'1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +1 Mag offense ------ Spellpower/crit +6 Damage +0% darkness +15% fire defense ------ Resistance +6% mind +3% fire Mind save +7 (+2 eff.) other ------- Vim-on-crit +1.00 Max mana +100.00 Max vim +20.00 Light +4 See Stealth +13 See Invisibility +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
Nogen1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Wil offense ------ Ignore resists +11% all Ignore Armor +19 defense ------ Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Life +54.00 Healmod +30% other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 (+3 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 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 50.84 cold damage and 61.34 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
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. |
voratun spike attachment0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 50 physical defense ------ Armor +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 147] simple healing salve [power 147]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 147 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 290] amazing pain suppressor salve [power 290]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -290 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
Cobrahack (dig speed 5 turns)3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str offense ------ Critical power +17.00% Physical Power +10 (+2 eff.) Damage +14% mind +10% fire Ignore Armor +8 When Hit 8 nature On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +6% lightning +9% nature Physical save +12 (+4 eff.) Spell save +10 (+3 eff.) Mind save +28 (+9 eff.) Life +69.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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 10 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. |
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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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 881.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Ivovea the ash totem of stinging [power 206] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: defense ------ Resistance +6% blight +24% fire +12% acid Unlife -40.00 life Disarm Resist +20% Pinning Resist +20% Sting an enemy dealing 313 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Beroharahad the Flamevagrant [power 248] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +24% fire other ------- EQ when Hit +0.12 Hate-on-crit +3.00 Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 turn cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending ash wand of clairvoyance [power 10] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 83 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Abysskarma [power 475] (15 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +6 Wil offense ------ Critical power +22.89% Damage +15% fire +6% mind +9% temporal Ignore resists +15% fire On-Hit (Melee): * 23% chance to reduce all saves and defense by 27 defense ------ Resistance +12% fire other ------- Hate-on-crit +4.00 Fire a magical bolt dealing 736 cold damage Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Cobraspawn [power 560] (15 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Damage +31% mind +27% fire Ignore resists +26% mind On-Hit (Melee): * 21% chance to slow global speed by 54% * 21% chance to reduce all saves and defense by 27 defense ------ Resistance +9% acid +9% mind Create a radius 3 storm for 5 turns. Each turn, creatures within take 155 lightning damage and will be dazed for 1 turn (778 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Darkslicer [power 560] (15 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Critical power +26.61% Ignore resists +33% mind +33% darkness Accuracy +35 (+7 eff.) On-Hit (Melee): * 27% chance to reduce all saves and defense by 27 defense ------ Armor +10 Defense +40 (+8 eff.) Physical save +12 (+4 eff.) Unlife -106.43 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 155 lightning damage and will be dazed for 1 turn (778 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Home, Horrific Home"2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Milensia the Shalore Annihilator level 40
57th Pyre 123rd year of Ascendancy at 19:20 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Milensia the Shalore Annihilator level 50
60th Dusk 123rd year of Ascendancy at 13:36 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Milensia the Shalore Annihilator level 39
42nd Pyre 123rd year of Ascendancy at 09:50 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Milensia the Shalore Annihilator level 35
19th Pyre 123rd year of Ascendancy at 15:57 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Milensia the Shalore Annihilator level 50
42nd Dusk 123rd year of Ascendancy at 03:12 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Milensia the Shalore Annihilator level 44
71st Pyre 123rd year of Ascendancy at 21:22 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Milensia the Shalore Annihilator level 50
54th Haze 123rd year of Ascendancy at 08:45 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Milensia the Shalore Annihilator level 50
36th Dusk 123rd year of Ascendancy at 23:52 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Milensia the Shalore Annihilator level 50
55th Dusk 123rd year of Ascendancy at 06:46 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Milensia the Shalore Annihilator level 43
69th Pyre 123rd year of Ascendancy at 18:45 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Milensia the Shalore Annihilator level 33
31st Regrowth 123rd year of Ascendancy at 20:59 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Milensia the Shalore Annihilator level 18
57th Haze 122nd year of Ascendancy at 07:25 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Milensia the Shalore Annihilator level 50
70th Dusk 123rd year of Ascendancy at 05:51 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Milensia the Shalore Annihilator level 42
67th Pyre 123rd year of Ascendancy at 00:10 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Milensia the Shalore Annihilator level 33
34th Regrowth 123rd year of Ascendancy at 02:59 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Milensia the Shalore Annihilator level 25
7th Allure 123rd year of Ascendancy at 06:36 see stats
Entropy's End (Insane (Roguelike) difficulty)
Destroyed the Hypostasis of Entropy.By Milensia the Shalore Annihilator level 50
54th Haze 123rd year of Ascendancy at 11:12 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Milensia the Shalore Annihilator level 50
44th Haze 123rd year of Ascendancy at 04:38 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Milensia the Shalore Annihilator level 23
9th Decay 122nd year of Ascendancy at 01:34 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Milensia the Shalore Annihilator level 33
32nd Regrowth 123rd year of Ascendancy at 02:56 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Milensia the Shalore Annihilator level 36
30th Pyre 123rd year of Ascendancy at 17:20 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Milensia the Shalore Annihilator level 50
4th Haze 123rd year of Ascendancy at 02:38 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Milensia the Shalore Annihilator level 50
70th Dusk 123rd year of Ascendancy at 08:08 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Milensia the Shalore Annihilator level 34
76th Regrowth 123rd year of Ascendancy at 04:17 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Milensia the Shalore Annihilator level 45
72nd Pyre 123rd year of Ascendancy at 04:22 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Milensia the Shalore Annihilator level 50
49th Dusk 123rd year of Ascendancy at 09:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Milensia the Shalore Annihilator level 10
62nd Dusk 122nd year of Ascendancy at 09:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Milensia the Shalore Annihilator level 20
60th Haze 122nd year of Ascendancy at 19:36 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Milensia the Shalore Annihilator level 30
12nd Regrowth 123rd year of Ascendancy at 04:03 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Milensia the Shalore Annihilator level 40
42nd Pyre 123rd year of Ascendancy at 09:50 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Milensia the Shalore Annihilator level 50
8th Dusk 123rd year of Ascendancy at 13:06 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Milensia the Shalore Annihilator level 50
1st Haze 123rd year of Ascendancy at 21:10 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Milensia the Shalore Annihilator level 49
7th Dusk 123rd year of Ascendancy at 20:26 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Milensia the Shalore Annihilator level 18
39th Haze 122nd year of Ascendancy at 18:25 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Milensia the Shalore Annihilator level 50
50th Dusk 123rd year of Ascendancy at 05:37 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Milensia the Shalore Annihilator level 35
19th Pyre 123rd year of Ascendancy at 10:56 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Milensia the Shalore Annihilator level 32
30th Regrowth 123rd year of Ascendancy at 03:51 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Milensia the Shalore Annihilator level 23
9th Decay 122nd year of Ascendancy at 12:20 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Milensia the Shalore Annihilator level 42
67th Pyre 123rd year of Ascendancy at 13:03 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Milensia the Shalore Annihilator level 50
44th Haze 123rd year of Ascendancy at 04:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Milensia the Shalore Annihilator level 11
70th Dusk 122nd year of Ascendancy at 16:18 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Milensia the Shalore Annihilator level 50
1st Haze 123rd year of Ascendancy at 23:36 see stats
The Old Ones (Insane (Roguelike) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Milensia the Shalore Annihilator level 50
65th Dusk 123rd year of Ascendancy at 20:14 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Milensia the Shalore Annihilator level 34
16th Pyre 123rd year of Ascendancy at 00:53 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Milensia the Shalore Annihilator level 50
44th Haze 123rd year of Ascendancy at 04:38 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Milensia the Shalore Annihilator level 40
60th Pyre 123rd year of Ascendancy at 16:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Milensia the Shalore Annihilator level 10
68th Dusk 122nd year of Ascendancy at 16:44 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Milensia the Shalore Annihilator level 46
75th Pyre 123rd year of Ascendancy at 15:35 see stats
Total Annihilation: Redundancy (Insane (Roguelike) difficulty)
Wield the Annihilator as an Annihilator.By Milensia the Shalore Annihilator level 50
74th Dusk 123rd year of Ascendancy at 13:10 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Milensia the Shalore Annihilator level 24
10th Decay 122nd year of Ascendancy at 10:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Milensia the Shalore Annihilator level 16
7th Haze 122nd year of Ascendancy at 04:43 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Milensia the Shalore Annihilator level 39
42nd Pyre 123rd year of Ascendancy at 02:35 see stats
Well trained (Insane (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Milensia the Shalore Annihilator level 50
37th Haze 123rd year of Ascendancy at 01:14 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Milensia the Shalore Annihilator level 50
53rd Dusk 123rd year of Ascendancy at 18:51 see stats
Log
Lava floor burns Milensia!
Lava floor hits Guardian turret for (18 shared) damage.
Lava floor hits Milensia for (0 exoskeleton), 13 fire (13 total damage).
Milensia casts Rune: Shatter Afflictions.
Milensia's whispers fade.
A shield forms around Milensia.
Milensia activates Flamethrower.
Milensia's Flame Jet performs a ranged critical strike against Hypostasis of Entropy!
Personal New Achievement: Entropy's End (Insane (Roguelike) difficulty)!
Milensia's Flame Jet performs a ranged critical strike against Shadow!
Milensia's Flame Jet hits Hypostasis of Entropy for 2456 fire damage.
Milensia's Flame Jet hits Shadow for 3461 fire damage.
Milensia's Flame Jet killed Shadow!
Milensia's Flame Jet killed Hypostasis of Entropy!
Milensia has survived the entropic gift.
Lava floor hits Guardian turret for (70 shared) damage.
Lava floor hits Guardian turret for 50 fire damage.
Lava floor hits Milensia for (31 absorbed), 0 fire (0 total damage).
Lava floor hits Guardian turret for (70 shared) damage.
Lava floor hits Guardian turret for 50 fire damage.
Milensia picks up (9.): stealthy pair of drakeskin leather boots of tirelessness (0 def, 5 armour).
Milensia picks up ( .): stabilizing voratun helm of constitution (+10) (0 def, 5 armour).
Milensia picks up (T.): earthen dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element).
Milensia picks up (l.): schematic: Steamsaw.
Milensia picks up (7.): elven-silk robe of Linaniil (0 def, 0 armour).



























































































































































