










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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 | Male |
| Race | Cornac |
| Class | Swordsmaster |
| Level / Exp | 50 / 5427% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 91 (base 60) |
| Dexterity | 92 (base 60) |
| Constitution | 79 (base 14) |
| Magic | 29 (base 10) |
| Willpower | 149 (base 47) |
| Cunning | 99 (base 65) |
Resources
| Life | 2359/2359 |
| Stamina | 484/484 |
| Equilibrium | 37 |
| Healing Factor | 2.1168020097746 |
| Regeneration | 48.765343456325 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +70.14318904792% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 16.54964786986 |
| Infravision | 5 |
| See Stealth | 44.698633710524 |
| See Invisible | 58.698633710524 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
| Damage | 201 |
| Accuracy | 78 |
| Crit Chance | 102% |
| APR | 93 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 157 |
| Accuracy | 78 |
| Crit Chance | 102% |
| APR | 93 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 11.25 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 76 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Blight | +28% |
| Physical | +83% |
| Cold | +55% |
| All | +16% |
| Darkness | +49% |
| Light | +46% |
| Mind | +19% |
| Nature | +80% |
Offense: Damage Penetration
| Darkness | +22% |
| Acid | +37% |
| Nature | +67% |
| Physical | +46% |
| Cold | +42% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 43 (75.424926284044%) |
| Defense | 83 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 56 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 54%( 70%) |
| All | + 17%( 70%) |
| Physical | + 17%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 34%( 70%) |
| Mind | + 52%( 70%) |
| Darkness | + 68%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 84% |
| Fear Resistance | 30% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 709 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| 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 915% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -835 life. The duration and life will increase by 1% for every 1% life you have lost (currently 835 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Intrepid | 1.60 |
| 2/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Technique / Fencing | 1.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Dual techniques | 1.60 |
| 3/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Technique / Battle tactics | 1.60 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Swordsmanship | 1.60 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed bladework | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.60 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Footwork | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Never Give Up |
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Antimagic Shield |
| talent | Spring Attack |
| beneficial effect | Parrying melee and ranged attacks: Has a 57% chance to deflect up to 44 damage from the next 4.0 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | Target has +59 defense, +55% resistance to stuns, +110% resistance to pins, and takes 42% less direct damage Moving Target |
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 contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Glorirekira the rattlesnake. Escort: injured seer (level 2 of Old Forest) | failed |
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 Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4988. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Viperscar (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +6 Wil +10 Con dps ---------- Mind.pwr +9 (+2 eff.) Mov.spd +10% Dmg.mod +18% nature Res.pen +5% cold +10% nature +10% physical Melee Ret 8 light ----- def ----- Armour +5 Fatigue -6% Resists +9% acid +6% arcane +6% darkness Max.HP +52.00 HP.reg +11.00 Heal.mod +20% ---------- misc Stam/turn +0.80 Blindside: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 172, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 473.82 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Haloneg the Flowertickler (10 def, 5 armour) =waterbreathing=2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +30% physical +9% nature +15% light Acc +20 (+4 eff.) Melee Ret 10 physical ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% Resists +25% cold ---------- misc Stam/turn +3.00 Breathe water A cap made of leather. This object's appearance was changed to voratun helm. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 204.16 arcane damage and stunned). Uses 85 power out of 132/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Aerazilafast the elven-wood totem of summon tentacle [power 365] (22 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +12% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% mind +5% arcane +12% darkness Max.HP +80.00 Disarm- +20% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1028 Base Damage: 445 Armor: 36 All Resist: 24 Puts all charms on 22 cooldown 100% to increase all damage by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Eclipsebutcher the stralite ring0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% darkness Res.pen +25% acid +10% physical Apr +10 Melee Ret 10 physical On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Mind.save +10 (+2 eff.) Confus- +44% ---------- misc Stam/turn +3.06 Rings make your fingers look great! |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +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. |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+1 eff.) Dmg.mod +9% all Melee Ret 34 darkness ----- def ----- Resists +30% mind Heal.mod +50% Confus- +30% Stun/Frz- +60% Fear- +30% ---------- misc Light +2 Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
| In main hand | voratun longsword 'Gleamreeve' (171% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Power 171% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to slow global speed by 70% * 10 arcane resource burn While equipped: Stats +15 Con +15 Wil dps ---------- Dmg.mod +9% darkness Res.pen +12% all Acc +25 (+5 eff.) Apr +15 Melee Ret 8 light ----- def ----- Resists +6% acid +6% blight Spell.save +9 (+3 eff.) Max.HP +110.00 ---------- misc Light +4 Sharp, long, and deadly. |
| Around waist | Serpentwalker the drakeskin leather belt1.0 T5 belt armor [Random Unique] Master While equipped: Stats +5 Cun +7 Wil dps ---------- Dmg.mod +12% acid +25% physical +12% nature Res.pen +10% nature +14% physical Against +33% Summoned On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Armour +15 Defense +13 (+3 eff.) Resists +3% acid D.Red.from +42% Summoned Phys.save +23 (+7 eff.) A belt that goes around your waist. |
| In off hand | Slicer (153% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 153% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +27 Con +29 Wil dps ---------- Phys.crit +30.0% Crit.mult +35.00% Dmg.mod +3% mind Res.pen +10% nature Apr +13 On Hit (Melee): * 24% chance to reduce all saves and defense by 41 ----- def ----- Resists +3% fire +3% darkness +21% nature Max.HP +219.00 Sharp, long, and deadly. |
| Cloak | Wintermonster (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Crit.mult +27.06% Spell.pwr +30 (+2 eff.) Dmg.mod +12% blight +39% cold Res.pen +25% cold ----- def ----- Defense +3 (+1 eff.) Phys.save +12 (+4 eff.) Mind.save +14 (+3 eff.) Die.at -50.00 life Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Mana/s.crit +2.71 Max.mana +100.00 Max.vim +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
Primal Infusion (affinity 25%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 25% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the warrior (speed 1025%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1025% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 2; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental; dur 3; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 37%; magical, mental; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 37% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 39%; mental, physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of the Rift (746.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 865.36 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Aruyalle the Glimmerblood0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +9% physical +12% light +6% arcane Res.pen +25% light ----- def ----- Armour +6 Defense +10 (+2 eff.) Resists +5% arcane Res.Cap +6% all Phys.save +44 (+13 eff.) Max.HP +67.00 HP.reg +6.00 Amulets make your neck look great! |
Baribers the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Cun dps ---------- Melee Ret 12 mind On Hit (Melee): * 23% chance to slow global speed by 70% ----- def ----- Resists +35% lightning +23% darkness +23% blight Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 355 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Isythra0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +7 Str +4 Con dps ---------- Phys.crit +6.0% Res.pen +15% mind Melee Ret 6 physical ----- def ----- Resists +26% mind Confus- +42% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
Nimbusviper0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +15% lightning Res.pen +25% lightning +25% physical +20% mind ----- def ----- Defense +15 (+3 eff.) Resists +18% temporal Pinning- +44% Knockbk- +44% ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Radhymnir the gold amulet0.1 T3 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Dex +3 Wil dps ---------- Phys.crit +1.0% Phys.pwr +15 (+3 eff.) Mind.pwr +7 (+1 eff.) Acc +15 (+3 eff.) ----- def ----- Armour +3 Defense +6 (+2 eff.) Res.Cap +4% all Phys.save +11 (+3 eff.) Mind.save +8 (+2 eff.) Confus- +14% ---------- misc Masteries +0.19 Wild-gift/Antimagic +0.19 Technique/Intrepid Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (111). 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Fogripper'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +6 Cun +12 Con dps ---------- Mov.spd +10% Dmg.mod +6% lightning +12% darkness Acc +25 (+5 eff.) ----- def ----- Fatigue -6% Die.at -80.00 life HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
insulating copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
stralite amulet 'Xolaith' =11wil=0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun +11 Wil dps ---------- Mind.pwr +20 (+4 eff.) Res.pen +20% temporal ----- def ----- Mind.save +18 (+4 eff.) ---------- misc Equi/ret +0.32 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Deepspiercer the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% blight Res.pen +5% darkness +5% acid ----- def ----- Armour +6 Resists +3% acid +6% blight Rings make your fingers look great! |
Glaresear0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +7 (+0 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +5% all ----- def ----- Resists +18% acid +9% darkness +12% blight +5% arcane +12% light Rings make your fingers look great! |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +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. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Splendourfist =5wil=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +12% light On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Mind.save +18 (+4 eff.) Silence- +20% Rings make your fingers look great! |
Strikebreak0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +10 Con dps ---------- Phys.pwr +45 (+9 eff.) Mov.spd +24% Dmg.mod +19% lightning Acc +15 (+3 eff.) Apr +2 Melee Ret 12 lightning ----- def ----- Defense +13 (+3 eff.) Resists +38% lightning Die.at -60.00 life Blinding Speed: Puts all charms on 34 cooldown Level 3.2 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold ring 'Adedawe'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Dex dps ---------- Crit.mult +20.00% ----- def ----- Resists +6% mind Phys.save +18 (+6 eff.) Max.HP +80.00 HP.reg +6.00 Stun/Frz- +38% ---------- misc Equi/ret +0.20 Light +3 Rings make your fingers look great! |
marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Max.HP +26.00 Disarm- +23% Pinning- +21% Knockbk- +24% Rings make your fingers look great! |
painweaver's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +15 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +8% all ----- def ----- Max.HP +66.00 HP.reg +20.00 Heal.mod +19% Rings make your fingers look great! |
psionicist's copper ring of perseverance =3wil=0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+1 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +22.00 Disarm- +20% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
Mercy (143% power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Anmalice (158% power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 10% Wil, 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-9 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Arthintir the Frozenslicer (182% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 182% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 darkness +4 cold Against +16% Living On Crit.r2 +30 lightning +49 cold While equipped: dps ---------- Mov.spd +47% Dmg.mod +3% nature +9% cold Res.pen +23% lightning +23% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Resists +6% nature Cut- +24% Confus- +10% Sharp, long, and deadly. |
Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +23.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +34.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Cyruma the voratun longsword (152% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 152% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +41 lightning +45 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% Mov.spd +49% Res.pen +22% lightning +24% cold +10% temporal Acc +15 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +25 (+5 eff.) Resists +3% nature Crit.dmg- 10.00% Mind.save +6 (+1 eff.) HP.reg +4.10 Poison- +10% Disarm- +43% Sharp, long, and deadly. |
Murkquick the voratun longsword (154% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Power 154% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +20 darkness +64 fire On Hit: * 25 arcane resource burn While equipped: Stats +7 Dex dps ---------- Crit.mult +5.00% All.spd +11% Phys.spd +10% Res.pen +13% physical +20% fire Acc +50 (+10 eff.) Apr +15 ----- def ----- Resists +6% blight +3% cold +9% fire Cut- +10% ---------- misc Hate/m.crit +2.00 Sharp, long, and deadly. |
Punae's Blade (157% power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 157% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+8 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Shadeshear (152% power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Master Power 152% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +8 physical On Hit: * 23% chance to slow global speed by 70% * 23% chance to reduce all saves and defense by 41 While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% physical Acc +14 (+3 eff.) On Hit (Melee): * 23% chance to reduce damage dealt by 33% ----- def ----- Defense +15 (+3 eff.) Resists +21% nature +6% darkness Disarm- +42% Sharp, long, and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+4 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 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." |
Arcream1.0 T5 belt armor [Random Unique] Master While equipped: Stats +6 Dex +9 Wil +13 Cun +8 Lck dps ---------- Mind.crit +6% Against +31% Summoned ----- def ----- Defense +20 (+4 eff.) Resists +15% lightning +27% fire +9% darkness +15% cold D.Red.from +45% Summoned Stealth +29 ---------- misc T.Disarm +29 Infravis +6 A belt that goes around your waist. |
Ariwyn1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +18% acid Melee Ret 4 acid ----- def ----- Resists +6% blight +30% fire +15% temporal Spell.save +9 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 6.4 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 62 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. |
Eremerain the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Mind.crit +4% Dmg.mod +6% physical Acc +20 (+4 eff.) ----- def ----- Armour +30 Defense +30 (+6 eff.) Resists +21% lightning +17% temporal +15% blight +6% arcane +14% acid Phys.save +50 (+14 eff.) ---------- misc Max.psi +40.00 A belt that goes around your waist. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren =8wil=1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
balancing hardened leather belt of valiance1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +4 Wil +5 Cun dps ---------- Phys.crit +8.0% Mind.crit +9% ----- def ----- Mind.save +6 (+1 eff.) Max.HP +49.00 A belt that goes around your waist. |
drakeskin leather belt 'Porimida'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +2 Str +6 Con dps ---------- Phys.crit +2.0% Mind.crit +3% Mind.pwr +10 (+2 eff.) Dmg.mod +3% physical ----- def ----- Armour +32 Defense +49 (+10 eff.) Resists +3% lightning Phys.save +44 (+13 eff.) Mind.save +14 (+3 eff.) Stealth +15 Die.at -40.00 life Knockbk- +24% A belt that goes around your waist. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+4 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
elven-silk cloak 'Boramas' (23 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Acc +10 (+2 eff.) ----- def ----- Defense +23 (+5 eff.) Fatigue -4% Resists +5% arcane +3% cold Phys.save +7 (+2 eff.) Mind.save +12 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Corpseravager the pair of drakeskin leather boots (21 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +24 Dex +6 Wil +5 Con dps ---------- Crit.mult +24.66% Mind.pwr +37 (+8 eff.) Melee Ret 12 nature ----- def ----- Armour +5 Defense +21 (+5 eff.) Mind.save +22 (+5 eff.) A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 43 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. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Islotta the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue -6% Resists +9% mind Phys.save +8 (+2 eff.) Max.HP +40.00 HP.reg +2.00 Blind- +10% Knockbk- +20% ---------- misc Max.enc +35 A pair of boots made of leather. |
Layodhemina (18 def, 22 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Res.pen +10% acid ----- def ----- Armour +22 Defense +18 (+4 eff.) Fatigue +4% Resists +14% acid +3% temporal +6% darkness +18% fire +15% cold +14% lightning Mind.save +15 (+4 eff.) Max.HP +40.00 ---------- misc Infravis +3 Evasion: (Instant) Puts all charms on 26 cooldown Level 6.4 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 62 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velinn (35 def, 12 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Con dps ---------- Mov.spd +10% ----- def ----- Armour +12 Defense +35 (+7 eff.) Fatigue -6% Resists +6% lightning +3% light Die.at -20.00 life Max.HP +60.00 HP.reg +11.00 Heal.mod +15% ---------- misc Stam/turn +0.90 Equi/ret +0.04 Max.psi +10.00 Infravis +2 Rush: Puts all charms on 22 cooldown Level 1.6 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 297.98 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
drakeskin leather gloves 'Strikewinnow' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun dps ---------- Phys.crit +8.0% Spell.crit +12% Mind.crit +17% Crit.mult +12.00% Dmg.mod +12% lightning +3% mind Res.pen +25% lightning Acc +13 (+2 eff.) ----- def ----- Armour +3 Resists +10% darkness HP.reg +5.00 ---------- misc Stam/turn +1.10 Max.stam +21.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dragonskull Helm (0 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% fire +15% lightning Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
Flamecast (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Mag +22 Wil +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +29% blight +9% fire +27% nature +9% light Spell.save +9 (+3 eff.) Mind.save +29 (+7 eff.) Max.HP +107.00 Heal.mod +17% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
dwarven-steel helm 'Phlegmvengeance' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +11 Str +7 Dex dps ---------- Phys.crit +4.0% Crit.mult +15.00% Dmg.mod +3% nature +12% physical ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +9% cold Skullcracker: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 988.8 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2280 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
18 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Dimtyphoon' (dig speed 6 turns)3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +11 Str +2 Dex +2 Con dps ---------- Dmg.mod +28% mind +29% fire On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Fatigue -7% Crit.dmg- 15.00% Mind.save +27 (+7 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 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. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
15 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +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. |
Murkbearer of the Blightspawn1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +5.0% Mind.crit +9% Crit.mult +18.00% Phys.pwr +10 (+2 eff.) Mind.pwr +9 (+2 eff.) On Melee Ret: * 31% chance to reduce strength, dexterity, and constitution by 6 * 34% chance to reduce damage dealt by 33% ----- def ----- Defense +10 (+2 eff.) Mind.save +21 (+5 eff.) Die.at -20.00 life HP.reg +4.00 Confus- +20% ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(182 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
67 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
22 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 568.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 70% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
25 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
23 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
23 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Leon the Cornac Swordsmaster level 38
42nd Regrowth 123rd year of Ascendancy at 05:04 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Leon the Cornac Swordsmaster level 26
33rd Haze 122nd year of Ascendancy at 15:59 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Leon the Cornac Swordsmaster level 38
39th Regrowth 123rd year of Ascendancy at 22:49 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Leon the Cornac Swordsmaster level 17
75th Dusk 122nd year of Ascendancy at 08:40 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Leon the Cornac Swordsmaster level 44
70th Regrowth 123rd year of Ascendancy at 02:43 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Leon the Cornac Swordsmaster level 44
8th Pyre 123rd year of Ascendancy at 15:13 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Leon the Cornac Swordsmaster level 50
55th Haze 124th year of Ascendancy at 09:40 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Leon the Cornac Swordsmaster level 50
19th Haze 123rd year of Ascendancy at 16:23 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Leon the Cornac Swordsmaster level 50
2nd Allure 124th year of Ascendancy at 08:14 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Leon the Cornac Swordsmaster level 42
68th Regrowth 123rd year of Ascendancy at 01:59 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Leon the Cornac Swordsmaster level 50
51st Dusk 123rd year of Ascendancy at 10:17 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Leon the Cornac Swordsmaster level 50
45th Dusk 124th year of Ascendancy at 20:01 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By Leon the Cornac Swordsmaster level 50
10th Mirth 124th year of Ascendancy at 05:19 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Leon the Cornac Swordsmaster level 10
3rd Dusk 122nd year of Ascendancy at 14:20 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Leon the Cornac Swordsmaster level 50
8th Pyre 124th year of Ascendancy at 19:40 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Leon the Cornac Swordsmaster level 40
65th Regrowth 123rd year of Ascendancy at 11:38 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Leon the Cornac Swordsmaster level 50
1st Allure 124th year of Ascendancy at 09:54 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Leon the Cornac Swordsmaster level 32
65th Haze 122nd year of Ascendancy at 02:36 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Leon the Cornac Swordsmaster level 29
41st Haze 122nd year of Ascendancy at 05:16 see stats
Entropy's End (Insane (Roguelike) difficulty)
Destroyed the Hypostasis of Entropy.By Leon the Cornac Swordsmaster level 50
46th Haze 124th year of Ascendancy at 17:38 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Leon the Cornac Swordsmaster level 50
22nd Haze 124th year of Ascendancy at 20:37 see stats
Explorer (Insane (Roguelike) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Leon the Cornac Swordsmaster level 50
72nd Haze 124th year of Ascendancy at 09:51 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Leon the Cornac Swordsmaster level 23
30th Haze 122nd year of Ascendancy at 16:14 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Leon the Cornac Swordsmaster level 31
52nd Haze 122nd year of Ascendancy at 06:07 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Leon the Cornac Swordsmaster level 26
39th Haze 122nd year of Ascendancy at 04:50 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Leon the Cornac Swordsmaster level 50
18th Haze 124th year of Ascendancy at 08:24 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Leon the Cornac Swordsmaster level 50
1st Mirth 124th year of Ascendancy at 05:21 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Leon the Cornac Swordsmaster level 50
17th Pyre 124th year of Ascendancy at 14:18 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Leon the Cornac Swordsmaster level 26
33rd Haze 122nd year of Ascendancy at 14:31 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Leon the Cornac Swordsmaster level 46
8th Pyre 123rd year of Ascendancy at 22:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Leon the Cornac Swordsmaster level 10
3rd Dusk 122nd year of Ascendancy at 14:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Leon the Cornac Swordsmaster level 20
19th Haze 122nd year of Ascendancy at 00:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Leon the Cornac Swordsmaster level 30
41st Haze 122nd year of Ascendancy at 08:31 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Leon the Cornac Swordsmaster level 40
65th Regrowth 123rd year of Ascendancy at 01:37 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Leon the Cornac Swordsmaster level 50
22nd Dusk 123rd year of Ascendancy at 03:06 see stats
Lucky Girl (Insane (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Leon the Cornac Swordsmaster level 33
33rd Regrowth 123rd year of Ascendancy at 08:01 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Leon the Cornac Swordsmaster level 26
33rd Haze 122nd year of Ascendancy at 15:59 see stats
Oozemancer (Insane (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Leon the Cornac Swordsmaster level 50
2nd Haze 123rd year of Ascendancy at 13:52 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Leon the Cornac Swordsmaster level 50
1st Time of Equilibrium 124th year of Ascendancy at 16:18 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Leon the Cornac Swordsmaster level 50
69th Dusk 124th year of Ascendancy at 08:56 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Leon the Cornac Swordsmaster level 50
9th Pyre 124th year of Ascendancy at 04:55 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Leon the Cornac Swordsmaster level 33
15th Regrowth 123rd year of Ascendancy at 19:53 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Leon the Cornac Swordsmaster level 33
67th Haze 122nd year of Ascendancy at 09:56 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Leon the Cornac Swordsmaster level 29
41st Haze 122nd year of Ascendancy at 04:34 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Leon the Cornac Swordsmaster level 25
32nd Haze 122nd year of Ascendancy at 19:17 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Leon the Cornac Swordsmaster level 41
65th Regrowth 123rd year of Ascendancy at 13:24 see stats
Slime killer party (Insane (Roguelike) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Leon the Cornac Swordsmaster level 50
44th Pyre 124th year of Ascendancy at 20:13 see stats
Slimefest (Insane (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Leon the Cornac Swordsmaster level 50
10th Allure 124th year of Ascendancy at 05:21 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Leon the Cornac Swordsmaster level 50
22nd Haze 124th year of Ascendancy at 20:37 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Leon the Cornac Swordsmaster level 50
20th Haze 124th year of Ascendancy at 12:44 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Leon the Cornac Swordsmaster level 9
2nd Mirth 122nd year of Ascendancy at 13:27 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Leon the Cornac Swordsmaster level 26
33rd Haze 122nd year of Ascendancy at 15:59 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Leon the Cornac Swordsmaster level 50
22nd Dusk 123rd year of Ascendancy at 11:56 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Leon the Cornac Swordsmaster level 50
22nd Haze 124th year of Ascendancy at 20:37 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Leon the Cornac Swordsmaster level 50
1st Allure 124th year of Ascendancy at 04:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Leon the Cornac Swordsmaster level 10
15th Dusk 122nd year of Ascendancy at 18:28 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Leon the Cornac Swordsmaster level 47
31st Pyre 123rd year of Ascendancy at 03:42 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Leon the Cornac Swordsmaster level 50
22nd Dusk 123rd year of Ascendancy at 07:18 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Leon the Cornac Swordsmaster level 23
26th Haze 122nd year of Ascendancy at 05:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Leon the Cornac Swordsmaster level 16
39th Dusk 122nd year of Ascendancy at 22:19 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Leon the Cornac Swordsmaster level 37
39th Regrowth 123rd year of Ascendancy at 13:52 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Leon the Cornac Swordsmaster level 50
2nd Wintertide 124th year of Ascendancy at 14:48 see stats
Log
Talent Vapor Blade is ready to use.
Leon is no longer attuned.
Talent Windblade is ready to use.
Talent Perfect Strike is ready to use.
Talent Rush is ready to use.
Talent Blinding Speed is ready to use.
Rested for 34 turns (stop reason: all resources and life at maximum).
You gain 0.90 gold from the transmogrification of enlightening voratun plate armour of implacability (0 def, 25 armour).
You gain 0.72 gold from the transmogrification of enlightening rough leather armour of Toknor (3 def, 2 armour).
You gain 0.79 gold from the transmogrification of duelist's drakeskin leather armour (29 def, 18 armour).
You gain 0.66 gold from the transmogrification of cleansing reinforced leather armour of Toknor (12 def, 7 armour).
You gain 0.30 gold from the transmogrification of cleansing stralite mail armour of cold resistance (4 def, 8 armour).
You gain 0.98 gold from the transmogrification of voratun gauntlets of regeneration (0 def, 3 armour).
You gain 0.55 gold from the transmogrification of drakeskin leather gloves of archery (0 def, 3 armour).
You gain 0.72 gold from the transmogrification of timebroken elven-silk robe (0 def, 0 armour).
You gain 1.58 gold from the transmogrification of battlemaster's elven-silk cloak of implacability (3 def, 0 armour).
You gain 2.42 gold from the transmogrification of voratun waraxe 'Bethiremina' (148% power, 6 apr).
You gain 0.76 gold from the transmogrification of infernal yew magestaff (120% power, 4 apr, fire element).
You gain 0.74 gold from the transmogrification of swiftstrike drakeskin leather sling of piercing.
You gain 0.44 gold from the transmogrification of hungering pulsing mindstar (104% power, 32 apr, nature damage).
You gain 0.80 gold from the transmogrification of creative thorny mindstar of frost (94% power, 24 apr, mind damage).
You gain 1.71 gold from the transmogrification of enhanced voratun mace of disruption (158% power, 6 apr).
You gain 0.71 gold from the transmogrification of inquisitor's voratun greatmaul of crippling (183% power, 4 apr).
You gain 0.45 gold from the transmogrification of restful stralite amulet of cunning (+6).
You gain 0.71 gold from the transmogrification of protective voratun amulet of constitution (+9).
You gain 0.08 gold from the transmogrification of shatter afflictions rune (absorb 119; cd 19).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.


































































































































































