











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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: 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 (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 | Cornac |
Class | Bulwark |
Level / Exp | 50 / 4226% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 50 on the 38th Regrowth 124th year of Ascendancy at 11:05 / 1 |
Primary Stats
Strength | 82 (base 61) |
Dexterity | 101 (base 66) |
Constitution | 71 (base 49) |
Magic | 46 (base 16) |
Willpower | 33 (base 9) |
Cunning | 81 (base 60) |
Resources
Life | 1969/1969 |
Mana | 243/469 |
Stamina | 288/288 |
Psi | 143/143 |
Healing Factor | 1.9218019533319 |
Regeneration | 114.65183267217 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 41.237882550305 |
See Invisible | 41.237882550305 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 153 |
Accuracy | 80 |
Crit Chance | 95% |
APR | 99 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 36 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Acid | +46% |
Blight | +17% |
Arcane | +18% |
Cold | +64% |
All | +9% |
Lightning | +37% |
Light | +15% |
Temporal | +31% |
Physical | +145% |
Darkness | +23% |
Fire | +29% |
Mind | +36% |
Offense: Damage Penetration
Temporal | +60% |
Physical | +85% |
Arcane | +60% |
Mind | +60% |
All | +50% |
Defense: Base
Armour (hardiness) | 106.20631251017 (79.687909656376%) |
Defense | 110 |
Ranged Defense | 110 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 28 |
Mental Save | 43 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 49%( 70%) |
Physical | + 61%( 70%) |
Cold | + 70%( 70%) |
All | + 37%( 70%) |
Darkness | + 54%( 70%) |
Light | + 49%( 70%) |
Temporal | + 51%( 70%) |
Lightning | + 51%( 70%) |
Fire | + 56%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 81% |
Disarm Resistance | 0% |
Silence Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 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 36 up to 5 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 883% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 165 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 7 times. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Premonition |
talent | Shield Wall |
beneficial effect | The target is ready to dig. Digging Mode |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | 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 lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Goleldamina the forest troll. Escort: lost sun paladin (level 2 of Trollmire) | failed |
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 lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved talent Dream Walk (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 2841. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed bear paw. * You've found the needed length of troll intestine. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed mummified bone. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 |
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 | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +15 Dex offense ------ Critical power +15.00% Physical Power +10 (+2 eff.) Damage +6% physical Accuracy +15 (+3 eff.) Ignore Armor +1 defense ------ Armor +11 Defense +48 (+8 eff.) Fatigue +4% Physical save +3 (+1 eff.) Silence Resist +38% Confus Resist +37% Stun Resist +45% other ------- Stamina/turn +1.00 Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil +1 Mag offense ------ Physical Crit +6.0% Spell Crit +4% Critical power +25.00% Physical Power +7 (+2 eff.) Damage +9% arcane Ignore resists +25% all Ignore Armor +28 defense ------ Resistance +21% cold other ------- Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +3 Con offense ------ Mind Crit +3% Mindpower +28 (+10 eff.) Damage +8% darkness +39% physical defense ------ Defense +32 (+5 eff.) Resistance +12% darkness +14% physical other ------- Psi when Hit +0.12 Max hate +11.00 Max psi +20.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +14 Con offense ------ Physical Crit +17.0% Spell Crit +20% Mind Crit +20% Critical power +15.00% Damage +6% lightning On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +23 Hardiness +10% Fatigue +5% Resistance +3% temporal +6% light +7% physical Life Regen +8.00 other ------- Stamina/turn +2.00 Max stamina +33.00 Unarmed combat: Weapon Damage 38.0 - 53.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +19.0% Attack Speed 83% On Hit: 10% Nightmare level 5 On Hit: 5% Stone Touch level 5 On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Physical Crit +5.0% Critical power +10.00% Damage +12% physical Ignore resists +5% physical Accuracy +5 (+1 eff.) defense ------ Armor +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 117 lightning damage and will be dazed for 1 turn (586 total damage) Puts all charms on 9 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to increase all damage by 21% for 2 turns. 100% to cleanse 2 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. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +1 Mag offense ------ Physical Crit +3.0% Accuracy +17 (+3 eff.) Ignore Armor +17 When Hit 4 arcane defense ------ Defense +17 (+3 eff.) Mind save +13 (+4 eff.) Unlife -60.00 life Life +82.00 Life Regen +20.00 Healmod +18% Confus Resist +34% Stun Resist +60% other ------- Max mana +40.00 Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 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 | ![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +100.00 Life Regen +14.00 Healmod +18% Stun Resist +60% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex offense ------ Critical power +28.00% Physical Power +25 (+6 eff.) Damage +6% darkness Accuracy +7 (+1 eff.) Ignore Armor +13 defense ------ Armor +6 Defense +10 (+1 eff.) Resistance +15% darkness Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Master Weapon Damage 53.0 - 74.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +12 temporal On-Hit, radius 1 +4 acid On-crit, radius 2 +4 acid On Critical: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +24.0% Critical power +29.00% Physical Power +14 (+3 eff.) Ignore Armor +11 When Hit 4 arcane On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Spell Crit +1% Critical power +13.00% Physical Power +5 (+1 eff.) Damage +17% physical Ignore resists +16% physical Ignore Shields +30% When Hit 6 temporal defense ------ Resistance +11% lightning +13% temporal other ------- Max mana +40.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Nature/Master When used to Attack: Weapon Damage 73.0 - 87.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +226 On-crit, radius 2 +24 light +32 fire On Hit: * Deal physical damage equal to your armor (106) While equipped: offense ------ Ignore Armor +4 On shield block: * Cause enemies within radius 6 to bleed for 275 physical damage over 5 turns (1/turn) * Deals 93 light and fire damage to each enemy blocked defense ------ Armor +18 Fatigue +8% Resistance +13% light +13% fire Life +101.00 other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Critical power +27.00% Damage +15% acid +27% mind Ignore resists +10% mind Accuracy +15 (+3 eff.) Ignore Armor +12 On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Defense +17 (+3 eff.) Resistance +19% nature +19% blight Physical save +13 (+5 eff.) Stealth +12 Life Regen +11.00 Healmod +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Str +17 Mag +8 Wil offense ------ Damage +22% lightning +62% physical +6% light +55% cold +20% fire +22% acid +22% temporal Ignore resists +10% temporal +10% arcane +14% physical Ignore Shields +30% When Hit 4 arcane defense ------ Resistance +11% lightning +17% physical +17% fire +31% cold +15% acid +15% all Spell save +3 (+1 eff.) Anomaly Control +14 other ------- Vim-on-crit +1.00 Max vim +20.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 234 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 369.42 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 591 damage for 5 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. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 62 up to 4 times. 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 |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 47 up to 3 times. 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 |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 15 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Str +3 Mag offense ------ Spell Crit +5% Critical power +20.00% Physical Power +10 (+2 eff.) Spellpower +5 (+3 eff.) Damage +6% light +5% temporal +6% darkness +27% physical Accuracy +10 (+2 eff.) defense ------ Defense +20 (+3 eff.) Resistance +9% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 36 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+4 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 22 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (136). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +20 (+5 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +8 Defense +25 (+4 eff.) other ------- Psi when Hit +0.08 Masteries +0.28 Cunning/Scoundrel Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con offense ------ Critical power +19.00% Accuracy +8 (+1 eff.) Ignore Armor +18 When Hit 4 temporal defense ------ Resistance +9% physical +9% light +9% temporal Physical save +16 (+6 eff.) Life +64.00 Life Regen +7.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +2 Wil +1 Cun offense ------ Spell Crit +8% Critical power +30.00% Spellpower +6 (+3 eff.) Damage +7% acid +8% fire +8% cold +8% lightning Ignore resists +5% mind defense ------ Armor +6 Defense +12 (+2 eff.) Fatigue -8% Resistance +12% temporal Max Resistance +7% all Physical save +25 (+9 eff.) Life Regen +5.00 other ------- Vim-on-crit +2.00 Max psi +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+5 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +8 Mag +4 Con defense ------ Physical save +20 (+7 eff.) Life +69.00 Life Regen +11.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +3 Con offense ------ Critical power +5.00% Ignore resists +10% temporal Ignore Armor +5 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Physical save +20 (+7 eff.) Spell save +12 (+6 eff.) Mind save +19 (+6 eff.) Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ Critical power +10.00% Physical Power +10 (+2 eff.) Damage +15% physical +12% cold Ignore Armor +2 defense ------ Defense +20 (+3 eff.) Resistance +24% cold other ------- Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.04 cold and 29.94 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 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. |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Mag +1 Wil +5 Cun offense ------ Spell Crit +2% Spellpower +8 (+4 eff.) Spellpower/crit +2 Ignore Shields +30% On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Blind Resist +65% Stun Resist +30% other ------- Infravision +8 See Stealth +28 See Invisibility +18 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +8 Str +7 Wil +7 Con offense ------ Ignore resists +20% arcane defense ------ Resistance +5% arcane Life +38.00 Disarm Resist +38% Pinning Resist +34% Knockbk Resist +29% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+5 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. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +9 (+2 eff.) defense ------ Life +69.00 Life Regen +10.00 Healmod +14% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +6 Mag offense ------ Spellpower +9 (+4 eff.) On-Hit 22 light On-Ranged-Hit 23 light Damage +18% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Dex +10 Wil +10 Cun offense ------ Critical power +15.00% Spellpower +15 (+6 eff.) Ignore resists +33% arcane Accuracy +15 (+3 eff.) When Hit 13 light defense ------ Spell save +18 (+9 eff.) other ------- Mana-on-crit +2.62 Vim-on-crit +2.62 Max mana +131.15 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+15 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +6 Dex offense ------ Accuracy +25 (+5 eff.) Ignore Armor +12 defense ------ Defense +13 (+2 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 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! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +10 Cun +8 Dex offense ------ Damage +19% fire Accuracy +14 (+2 eff.) defense ------ Resistance +38% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +7 Wil +25 Con offense ------ Spellpower +13 (+6 eff.) defense ------ Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Dex +7 Mag +7 Wil +8 Cun offense ------ Spellpower +9 (+4 eff.) Move Speed +15% Damage +20% lightning defense ------ Damage Avoidance +8% Affinity +20% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +88.00 Life Regen +13.00 Healmod +16% Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +8 (+3 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +85.00 Life Regen +12.00 Healmod +19% Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +14 (+2 eff.) Ignore Armor +14 defense ------ Defense +14 (+2 eff.) Stun Resist +60% Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 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! |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% 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 (+17 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. This staff offers 60% bonus to fire, cold, lightning, arcane damage. (included above) 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 120 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." |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +40.00% Spellpower +24 (+9 eff.) On-Hit 35 fire Damage +30% cold defense ------ Physical save +15 (+5 eff.) Spell save +15 (+7 eff.) Mind save +14 (+4 eff.) other ------- See Invisibility +20 Talents +1 Command Staff This staff offers 30% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +9% Physical Power +14 (+3 eff.) Spellpower +25 (+10 eff.) Damage +30% fire Ignore resists +15% fire Accuracy +15 (+3 eff.) other ------- Talents +1 Command Staff This staff offers 30% bonus, 15% penetration to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 66 temporal damage and slows enemies in radius 6 of the target by 76% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 4.0 Power cost 6 out of 10/10. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun offense ------ Accuracy +18 (+3 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 56.0 - 78.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 mind +16 arcane On-Hit, radius 1 +8 darkness On Hit: * 31% chance to reduce all saves and defense by 29 While equipped: Stats +10 Str +12 Dex +10 Mag +14 Wil +18 Cun +8 Con offense ------ Ignore resists +15% darkness Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature Weapon Damage 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +4 acid +14 nature On-crit, radius 2 +91 acid +82 nature +8 blight On Hit: * 20% chance to reduce armor by 30% While equipped: offense ------ Ignore resists +30% acid +39% nature Ignore Armor +25 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 * 10% chance to reduce armor by 30% defense ------ Resistance +3% blight Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 blight On Hit: 20% Epidemic level 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +15.0% defense ------ Disease Resist +33% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Normal] Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 55.5 - 77.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 lightning On-Hit, radius 1 +20 lightning While equipped: Stats +6 Str +8 Dex +10 Mag +11 Wil +8 Cun +4 Con offense ------ Physical Crit +10.0% Critical power +16.00% Damage +6% arcane Ignore Armor +15 defense ------ Resistance +9% lightning Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +20 blight On-crit, radius 2 +37 acid +35 nature On Hit: * 30% chance to reduce strength, dexterity, and constitution by 20 While equipped: Stats +14 Str +5 Dex +4 Wil -13 Con offense ------ Ignore resists +21% acid +25% nature Accuracy +15 (+3 eff.) Ignore Armor +13 defense ------ Defense +13 (+2 eff.) Crit Resistance 15.30% Disarm Resist +48% other ------- Light +3 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 44.0 - 61.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +90 fire While equipped: Stats +11 Str +10 Dex +8 Mag +7 Wil +13 Cun +11 Con offense ------ Spellpower +15 (+6 eff.) Global Speed +11% Ignore resists +9% physical +21% fire Accuracy +21 (+4 eff.) Ignore Armor +13 defense ------ Armor +4 Unlife -60.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 5 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Blunt and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +7.0% Attack Speed 100% On-hit +24 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +14 Str +2 Mag offense ------ Physical Crit +15.0% Physical Power +15 (+4 eff.) Damage +15% physical Accuracy +46 (+9 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Nature Weapon Damage 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 While equipped: Stats +15 Con +12 Wil defense ------ Life +102.00 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +19 (+3 eff.) Ignore Armor +14 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Curse of Death level 5 One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Psionic Weapon Damage 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +16 mind On-Hit, radius 1 +12 lightning On Hit: * 23% chance to reduce all saves and defense by 29 While equipped: Stats +10 Wil +4 Cun +15 Con defense ------ Resistance +9% lightning Crit Resistance 15.00% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 50.5 - 65.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +13 Con +13 Wil offense ------ Physical Crit +12.0% Critical power +25.00% Damage +6% nature Ignore Armor +15 defense ------ Defense +20 (+3 eff.) Crit Resistance 15.00% Physical save +12 (+4 eff.) Life +84.00 Poison Resist +10% Disarm Resist +10% Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+6 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +11 Str offense ------ Physical Power +23 (+6 eff.) Ignore resists +23% all Accuracy +36 (+7 eff.) Ignore Armor +23 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 While equipped: Stats +7 Dex Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Disrupt Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +24 nature On Critical: * silences the target While equipped: offense ------ Ignore resists +15% nature defense ------ Resistance +17% acid +17% lightning +14% cold +17% fire +8% all Spell save +15 (+7 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 66.5 - 79.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +200 On-crit, radius 2 +4 blight On Hit: * 29% chance to reduce armor by 30% While equipped: offense ------ On-Hit 8 acid Damage +3% blight Ignore resists +15% blight When Hit 9 acid 2 blight defense ------ Armor +10 Fatigue +8% Resistance +22% lightning +9% darkness Life +61.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 78.5 - 94.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +305 On-hit +16 blight On-crit, radius 2 +33 light +40 fire On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Mag offense ------ Physical Crit +18.0% Physical Power +8 (+2 eff.) Ignore resists +10% light +5% arcane Ignore Shields +35% On shield block: * Deals 93 light and fire damage to each enemy blocked defense ------ Armor +18 Fatigue +8% Resistance +13% light +14% fire other ------- Mana/turn +0.24 Max hate +4.00 Max psi +20.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 81.0 - 97.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +190 On Hit: * 10% chance to slow global speed by 57% On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% Physical Power +11 (+3 eff.) On-Hit 35 lightning When Hit 20 lightning defense ------ Armor +10 Fatigue +8% Resistance +20% physical +6% light +12% blight +3% cold +9% fire Spell save +6 (+3 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+1 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+9 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+1 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 30 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+6 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 9 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Dex +18 Mag +3 Wil +1 Cun +1 Con offense ------ Spell Crit +2% Damage +25% acid +42% temporal +16% fire +20% cold +66% physical Ignore resists +28% temporal +25% physical defense ------ Resistance +20% acid +20% physical +14% fire +19% cold +3% nature +15% all Anomaly Control +27 other ------- Max mana +40.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +14 Mag +12 Wil offense ------ Spell Crit +21% Spellpower +40 (+15 eff.) Damage +30% arcane +20% temporal defense ------ Resistance +6% acid +2% physical +15% all Physical save +6 (+2 eff.) Spell save +9 (+4 eff.) Mind save +6 (+2 eff.) Poison Resist +10% Disarm Resist +20% Pinning Resist +10% Teleport Resist +10% other ------- Mana/turn +0.53 Psi/turn +0.32 Max mana +130.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +5 (+2 eff.) Damage +24% acid +25% physical +23% fire +22% cold defense ------ Resistance +17% acid +20% physical +20% fire +19% cold +15% all Mind save +28 (+9 eff.) other ------- Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Master While equipped: Stats +6 Cun +10 Dex defense ------ Armor +17 Defense +30 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 14.0 Encumbrance T5 heavy armor [Rare] Master While equipped: Stats +4 Dex +6 Con offense ------ Damage +24% nature +9% fire Ignore resists +30% fire On-Hit (Melee): * 27% chance to slow global speed by 57% defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +21% acid +20% temporal +10% physical Crit Resistance 20.40% Physical save +25 (+9 eff.) other ------- Light +4 A suit of armour made of mail. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Arcane/Psionic While equipped: Stats +5 Cun defense ------ Armor +26 Defense +15 (+2 eff.) Fatigue +22% Resistance +18% light +17% darkness Mind save +25 (+8 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Psionic While equipped: Stats +6 Cun defense ------ Armor +26 Defense +15 (+2 eff.) Fatigue +22% Mind save +25 (+8 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+1 eff.) Resistance +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+3 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: offense ------ Physical Crit +6.0% Critical power +15.00% Physical Power +6 (+1 eff.) Mindpower +12 (+4 eff.) Damage +18% light When Hit 2 light defense ------ Armor +12 Defense +12 (+2 eff.) Resistance +9% blight Physical save +32 (+11 eff.) other ------- Light +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +3 Wil offense ------ Damage +9% light Ignore resists +15% arcane defense ------ Defense +23 (+4 eff.) Resistance +12% fire +13% cold Anomaly Control +19 Stealth +12 Life +87.00 other ------- Max mana +59.00 Max stamina +58.00 Max hate +19.00 Max psi +38.00 Max vim +40.00 Max positive +35.00 Max negative +36.00 Infravision +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil offense ------ Physical Crit +8.0% Critical power +15.00% Physical Power +25 (+6 eff.) defense ------ Defense +25 (+4 eff.) Resistance +15% lightning +13% temporal +6% arcane Mind save +29 (+9 eff.) Life +92.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +2 Wil offense ------ Damage +12% physical Accuracy +10 (+2 eff.) defense ------ Defense +16 (+2 eff.) Mind save +7 (+2 eff.) other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +4 Dex +3 Mag +3 Wil offense ------ Physical Crit +2.0% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 defense ------ Armor +4 Defense +2 (+0 eff.) Resistance +3% physical Physical save +6 (+2 eff.) Unlife -60.00 life other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +3 Str +6 Dex offense ------ Damage +21% lightning Ignore resists +15% physical Accuracy +47 (+9 eff.) defense ------ Armor +18 Defense +27 (+4 eff.) Fatigue -8% Life +69.00 other ------- Max stamina +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: Stats +4 Dex +2 Cun +1 Con offense ------ Critical power +22.00% Accuracy +18 (+3 eff.) Ignore Armor +18 When Hit: * 31% chance to reduce strength, dexterity, and constitution by 20 * 38% chance to reduce damage dealt by 24% defense ------ Armor +10 Defense +2 (+0 eff.) Resistance +19% cold +9% nature +9% fire Stealth +10 Life +40.00 Life Regen +4.00 Silence Resist +20% other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Resistance +1% physical +6% fire +6% mind +6% cold Physical save +3 (+1 eff.) Spell save +3 (+1 eff.) Life Regen +2.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 60% (based on Cunning). Uses 30 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +3 Mag +1 Wil +6 Lck offense ------ Physical Crit +4.0% Spell Crit +3% defense ------ Armor +11 Defense +7 (+1 eff.) Mind save +6 (+2 eff.) Stealth +8 other ------- Mana/turn +0.34 Max mana +26.00 Max hate +4.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+6 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 156 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: offense ------ Physical Crit +12.0% Physical Power +11 (+3 eff.) Ignore Armor +25 On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +5 Defense +10 (+1 eff.) Mind save +12 (+4 eff.) Healmod +15% Poison Resist +20% Stun Resist +20% Evasion: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+1 eff.) Ignore Armor +13 defense ------ Armor +5 other ------- Stamina/turn +1.30 Max stamina +37.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Normal] While equipped: defense ------ Armor +5 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +2 Cun +4 Dex offense ------ Critical power +15.00% Damage +6% mind Ignore resists +5% blight When Hit 10 mind 2 blight defense ------ Armor +4 Fatigue +3% Silence Resist +32% Confus Resist +37% Stun Resist +28% other ------- Hate-on-crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +3% Physical Power +11 (+3 eff.) Ignore resists +10% blight +10% physical +15% arcane Ignore Armor +8 defense ------ Armor +5 Fatigue +4% Silence Resist +41% Confus Resist +41% Stun Resist +47% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Max vim +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +6.0% Physical Power +5 (+1 eff.) Ignore resists +20% darkness +18% temporal Ignore Armor +12 defense ------ Armor +5 Fatigue +4% Resistance +29% darkness +21% temporal Out-of-Phase Defense +30 Out-of-Phase Resistance +20% Out-of-Phase Resilience +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: offense ------ Ignore resists +19% darkness +18% temporal defense ------ Armor +15 Fatigue +4% Resistance +15% acid +27% temporal +30% darkness +15% fire +14% cold +15% lightning Out-of-Phase Defense +30 Out-of-Phase Resistance +20% Out-of-Phase Resilience +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 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. |
![]() 2.0 Encumbrance T5 head armor [Normal] While equipped: defense ------ Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature/Psionic While equipped: Stats +8 Cun +7 Wil offense ------ Mind Crit +8% defense ------ Defense +3 (+0 eff.) Resistance +15% lightning +15% temporal Mind save +30 (+10 eff.) Hateful Whisper: Puts all charms on 9 turn cooldown Effective talent level: 3.0 Power cost 9 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 185 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +10% arcane +15% light +15% mind Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 12 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats +15 Dex +5 Cun offense ------ Ignore Armor +8 defense ------ Armor +5 Fatigue +5% Resistance +25% darkness other ------- Infravision +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego++] Arcane/Nature While equipped: Stats +8 Mag +8 Wil offense ------ Spell Crit +5% Damage +19% blight +16% arcane defense ------ Armor +5 Fatigue +5% Resistance +14% acid +14% fire +15% lightning +14% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+4 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Master While equipped: Stats +1 Wil +1 Mag offense ------ Critical power +20.00% Ignore resists +14% all Ignore Armor +15 defense ------ Spell save +3 (+1 eff.) Blind Resist +34% Confus Resist +22% other ------- Light +12 See Stealth +14 See Invisibility +14 Track: Puts all charms on 24 turn cooldown Effective talent level: 4.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +9% mind +6% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 defense ------ Resistance +9% blight Mind save +7 (+2 eff.) Blind Resist +28% Confus Resist +16% other ------- Light +7 See Stealth +17 See Invisibility +17 Track: Puts all charms on 24 turn cooldown Effective talent level: 3.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Psionic While equipped: Stats +8 Wil offense ------ Physical Crit +5.0% Critical power +13.00% Physical Power +7 (+2 eff.) Damage +3% temporal +8% mind +15% light defense ------ Life +64.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +7 (+4 eff.) Damage +9% light defense ------ Resistance +7% darkness Affinity +5% light other ------- Light +7 Sun Flare: Puts all charms on 18 turn cooldown Effective talent level: 3.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 114.40 light damage. At talent level 3 you gain 20% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Rare] Psionic While equipped: offense ------ Damage +27% nature Ignore resists +20% physical Accuracy +15 (+3 eff.) When Hit 11 lightning On-Hit (Melee): * 21% chance to slow global speed by 57% defense ------ Armor +17 Defense +30 (+5 eff.) Physical save +20 (+7 eff.) Spell save +20 (+10 eff.) Mind save +17 (+5 eff.) other ------- Stamina/turn +3.17 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +1 Dex +3 Mag +5 Con offense ------ Ignore resists +10% light +11% all Ignore Armor +9 When Hit 30 fire defense ------ Resistance +13% blight +9% fire +5% arcane Life Regen +16.00 other ------- Light +7 See Invisibility +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +13 (+4 eff.) other ------- Light +10 See Stealth +25 See Invisibility +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 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 (+5 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 48 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 3, doing 29.95 cold damage and 44.74 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 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. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Ignore resists +10% mind defense ------ Resistance +9% acid Mind save +9 (+3 eff.) Unlife -80.00 life Life +25.00 Healmod +10% other ------- Max stamina +18.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +6 Mag offense ------ Spell Crit +7% Critical power +20.00% Ignore Shields +30% defense ------ Resistance +6% nature Life +80.00 Life Regen +4.00 Poison Resist +20% Knockbk Resist +20% other ------- Max mana +38.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +10 Str offense ------ Damage +15% physical Ignore Armor +8 defense ------ Resistance +5% arcane +3% blight Life +40.00 Pinning Resist +10% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 16 turn cooldown Effective talent level: 3.9 Power cost 16 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +1 Con defense ------ Resistance +7% darkness Affinity +15% darkness Life +100.00 Life Regen +4.00 Disarm Resist +20% other ------- Infravision +5 See Invisibility +12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +5 Str +3 Dex +4 Wil +1 Cun offense ------ Critical power +18.00% Physical Power +9 (+2 eff.) Damage +12% mind +9% fire Ignore Armor +6 defense ------ Armor +4 Defense +10 (+1 eff.) Mind save +13 (+4 eff.) Life +38.00 Confus Resist +20% other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +7 Str +5 Dex offense ------ Spell Crit +1% Physical Power +7 (+2 eff.) Spellpower/crit +6 Move Speed +10% Damage +3% fire Ignore Armor +13 When Hit 6 blight defense ------ Physical save +15 (+5 eff.) Spell save +15 (+7 eff.) Mind save +11 (+3 eff.) Life +68.00 other ------- Max mana +80.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 16 turn cooldown Effective talent level: 2.6 Power cost 16 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 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. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 418.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +21% temporal Ignore resists +10% mind defense ------ Resistance +9% darkness +15% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Setup a psionic shield, reducing all damage taken by 89 for 5 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Cun +4 Mag defense ------ Resistance +2% physical +6% light +12% temporal Life Regen +4.00 Blind Resist +20% Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Setup a psionic shield, reducing all damage taken by 89 for 5 turns Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 898 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +4 Con defense ------ Resistance +9% fire Unlife -40.00 life Teleport Resist +20% other ------- Infravision +2 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 9 turn cooldown 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Cun +2 Con offense ------ Accuracy +10 (+2 eff.) defense ------ Defense +10 (+1 eff.) Resistance +12% cold Mind save +15 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 Sting an enemy dealing 238 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +4 Str offense ------ Physical Crit +6.0% Damage +12% physical +21% cold Ignore Armor +6 When Hit 12 darkness 8 physical defense ------ Armor +8 Mind save +21 (+7 eff.) Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +6 Str +9 Mag offense ------ Physical Power +20 (+5 eff.) defense ------ Physical save +12 (+4 eff.) Unlife -60.00 life other ------- See Invisibility +24 Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 974 Base Damage: 440 Armor: 40 All Resist: 40 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Resistance +3% cold +2% physical Spell save +6 (+3 eff.) Life Regen +4.00 Knockbk Resist +20% Reveal the area around you, dispelling darkness (radius 9, power 60 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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. |
![]() 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
By Alaria the Cornac Bulwark level 36
49th Pyre 123rd year of Ascendancy at 01:39 see stats
By Alaria the Cornac Bulwark level 40
5th Dusk 123rd year of Ascendancy at 02:12 see stats
By Alaria the Cornac Bulwark level 50
66th Haze 123rd year of Ascendancy at 07:42 see stats
By Alaria the Cornac Bulwark level 40
4th Dusk 123rd year of Ascendancy at 20:33 see stats
By Alaria the Cornac Bulwark level 48
26th Dusk 123rd year of Ascendancy at 04:29 see stats
By Alaria the Cornac Bulwark level 50
37th Regrowth 124th year of Ascendancy at 11:06 see stats
By Alaria the Cornac Bulwark level 50
16th Regrowth 124th year of Ascendancy at 19:09 see stats
By Alaria the Cornac Bulwark level 43
14th Dusk 123rd year of Ascendancy at 15:47 see stats
By Alaria the Cornac Bulwark level 27
64th Dusk 122nd year of Ascendancy at 10:45 see stats
By Alaria the Cornac Bulwark level 34
34th Pyre 123rd year of Ascendancy at 00:28 see stats
By Alaria the Cornac Bulwark level 18
33rd Dusk 122nd year of Ascendancy at 14:47 see stats
By Alaria the Cornac Bulwark level 50
60th Haze 123rd year of Ascendancy at 06:09 see stats
By Alaria the Cornac Bulwark level 50
4th Regrowth 124th year of Ascendancy at 05:47 see stats
By Alaria the Cornac Bulwark level 42
12nd Dusk 123rd year of Ascendancy at 09:24 see stats
By Alaria the Cornac Bulwark level 50
19th Regrowth 124th year of Ascendancy at 16:31 see stats
By Alaria the Cornac Bulwark level 36
61st Pyre 123rd year of Ascendancy at 00:27 see stats
By Alaria the Cornac Bulwark level 34
45th Pyre 123rd year of Ascendancy at 20:13 see stats
By Alaria the Cornac Bulwark level 43
13rd Dusk 123rd year of Ascendancy at 09:29 see stats
By Alaria the Cornac Bulwark level 50
44th Regrowth 124th year of Ascendancy at 21:31 see stats
By Alaria the Cornac Bulwark level 23
48th Dusk 122nd year of Ascendancy at 02:03 see stats
By Alaria the Cornac Bulwark level 36
49th Pyre 123rd year of Ascendancy at 20:14 see stats
By Alaria the Cornac Bulwark level 29
27th Regrowth 123rd year of Ascendancy at 18:05 see stats
By Alaria the Cornac Bulwark level 50
12nd Regrowth 124th year of Ascendancy at 06:57 see stats
By Alaria the Cornac Bulwark level 50
4th Regrowth 124th year of Ascendancy at 08:51 see stats
By Alaria the Cornac Bulwark level 50
64th Dusk 123rd year of Ascendancy at 21:30 see stats
By Alaria the Cornac Bulwark level 49
26th Dusk 123rd year of Ascendancy at 22:56 see stats
By Alaria the Cornac Bulwark level 50
22nd Haze 123rd year of Ascendancy at 14:30 see stats
By Alaria the Cornac Bulwark level 10
7th Mirth 122nd year of Ascendancy at 20:41 see stats
By Alaria the Cornac Bulwark level 20
37th Dusk 122nd year of Ascendancy at 12:10 see stats
By Alaria the Cornac Bulwark level 30
29th Regrowth 123rd year of Ascendancy at 21:38 see stats
By Alaria the Cornac Bulwark level 40
4th Dusk 123rd year of Ascendancy at 11:44 see stats
By Alaria the Cornac Bulwark level 50
27th Dusk 123rd year of Ascendancy at 22:54 see stats
By Alaria the Cornac Bulwark level 50
66th Haze 123rd year of Ascendancy at 12:56 see stats
By Alaria the Cornac Bulwark level 28
4th Decay 122nd year of Ascendancy at 05:34 see stats
By Alaria the Cornac Bulwark level 50
31st Haze 123rd year of Ascendancy at 00:22 see stats
By Alaria the Cornac Bulwark level 47
25th Dusk 123rd year of Ascendancy at 11:40 see stats
By Alaria the Cornac Bulwark level 34
32nd Pyre 123rd year of Ascendancy at 16:09 see stats
By Alaria the Cornac Bulwark level 19
36th Dusk 122nd year of Ascendancy at 04:32 see stats
By Alaria the Cornac Bulwark level 42
12nd Dusk 123rd year of Ascendancy at 11:04 see stats
By Alaria the Cornac Bulwark level 50
44th Regrowth 124th year of Ascendancy at 21:30 see stats
By Alaria the Cornac Bulwark level 11
3rd Summertide 122nd year of Ascendancy at 17:58 see stats
By Alaria the Cornac Bulwark level 50
53rd Haze 123rd year of Ascendancy at 23:51 see stats
By Alaria the Cornac Bulwark level 50
25th Regrowth 124th year of Ascendancy at 00:41 see stats
By Alaria the Cornac Bulwark level 39
3rd Summertide 123rd year of Ascendancy at 03:35 see stats
By Alaria the Cornac Bulwark level 50
44th Regrowth 124th year of Ascendancy at 21:31 see stats
By Alaria the Cornac Bulwark level 50
20th Haze 123rd year of Ascendancy at 14:42 see stats
By Alaria the Cornac Bulwark level 11
2nd Summertide 122nd year of Ascendancy at 07:04 see stats
By Alaria the Cornac Bulwark level 45
20th Dusk 123rd year of Ascendancy at 11:45 see stats
By Alaria the Cornac Bulwark level 39
10th Mirth 123rd year of Ascendancy at 23:00 see stats
By Alaria the Cornac Bulwark level 26
53rd Dusk 122nd year of Ascendancy at 22:54 see stats
By Alaria the Cornac Bulwark level 19
36th Dusk 122nd year of Ascendancy at 21:07 see stats
By Alaria the Cornac Bulwark level 50
38th Regrowth 124th year of Ascendancy at 11:05 see stats
By Alaria the Cornac Bulwark level 39
4th Dusk 123rd year of Ascendancy at 11:44 see stats
By Alaria the Cornac Bulwark level 50
13rd Regrowth 124th year of Ascendancy at 18:13 see stats
Log
Alaria picks up ( .): blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour).
Alaria picks up ( .): dragonslayer's voratun helm of blood magic (0 def, 5 armour).
Alaria picks up ( .): mindwoven elven-silk robe of alchemy (0 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Alaria picks up (T.): Awakened Staff of Absorption (60-72 power, 60 apr, lightning element).
Alaria picks up ( .): pair of drakeskin leather boots (0 def, 5 armour).
Resting starts...
Today is the 45th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rested for 132 turns (stop reason: all resources and life at maximum).
You pickup 0.50 gold pieces.
Alaria picks up ( .): blood-soaked pair of voratun boots of void walking (0 def, 5 armour).
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Alaria picks up ( .): mighty dragonbone longbow of piercing.
Alaria picks up (U.): magewarrior's short dragonbone vilestaff of breaching (30-36 power, 6 apr, fire element).
Alaria picks up (U.): infernal dragonbone magestaff of fate (30-36 power, 6 apr, cold element).
Alaria picks up (w.): vitalizing voratun amulet of magic (+8).
Alaria picks up (2.): voratun longsword (40-57 power, 6 apr).
Ran for 14 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 16 turns (stop reason: interesting terrain).