








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Necromancer |
| Level / Exp | 50 / 3860% |
| Size | big |
| Lifes / Deaths | Killed by Zubira the sandworm destroyer at level 22 on the 42nd Haze 122nd year of Ascendancy at 06:01 2 / 5Killed by Cyrirata the dremling at level 24 on the 50th Haze 122nd year of Ascendancy at 21:18 Killed by Grushnak, Battlemaster of the Pride at level 48 on the 24th Haze 123rd year of Ascendancy at 22:50 Killed by Xerowe the orc grand master assassin at level 49 on the 25th Haze 123rd year of Ascendancy at 17:40 Killed by Aerobrewen the giant blue ant at level 50 on the 79th Regrowth 125th year of Ascendancy at 13:08 |
Primary Stats
| Strength | 66 (base 13) |
| Dexterity | 35 (base 11) |
| Constitution | 111 (base 61) |
| Magic | 155 (base 65) |
| Willpower | 119 (base 33) |
| Cunning | 105 (base 63) |
Resources
| Life | 1417/1417 |
| Mana | 1152/1152 |
| Soul | 21/21 |
| Vim | 376/376 |
| Healing Factor | 1.5393516446968 |
| Regeneration | 9.0052071214763 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22% |
| Spell | +15% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 12 |
| See Stealth | 64.224457628242 |
| See Invisible | 96.224457628242 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 42 |
| Crit Chance | 36% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 114 |
| Crit Chance | 97% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Arcane | +72% |
| Cold | +35% |
| All | +22% |
| Lightning | +52% |
| Light | +54% |
| Temporal | +46% |
| Physical | +44% |
| Mind | +34% |
| Darkness | +57% |
Offense: Damage Penetration
| Blight | +61% |
| Darkness | +81% |
| Light | +81% |
| All | +46% |
Defense: Base
| Armour (hardiness) | 77 (48.304188961773%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 90 |
| Mental Save | 89 |
Defense: Resistances
| Lightning | + 54%( 70%) |
| Light | + 55%( 70%) |
| Darkness | + 70%( 70%) |
| Blight | + 55%( 70%) |
| Cold | + 55%( 70%) |
| Fire | + 54%( 70%) |
| All | + 48%( 70%) |
Defense: Immunities
| Teleport Resistance | 52% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Stun Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 920 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 229 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 81 up to 9 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 875 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Nightfall | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master of bones | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Animus | 1.50 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Master necromancer | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Suffer For Me |
| talent | Reaping |
| talent | Golden Age of Necromancy |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Grim Shadow |
| talent | Discarded Refuse |
| talent | Aura of Undeath |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Mayythra the black bear. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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: 4011. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Anikalthohir the Blazestake (0 def, 13 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Mag +12 Wil +1 Cun dps ---------- Spell.crit +5% Dmg.mod +6% light Res.pen +10% light ----- def ----- Armour +13 Silence- +41% Confus- +50% Stun/Frz- +48% ---------- misc Mana/turn +0.54 Max.mana +54.00 Infravis +3 See.Invis +3 A pair of boots made of leather. |
| Light source | Isykira1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +11 Cun +6 Con dps ---------- Phys.crit +3.0% Res.pen +11% all Apr +15 ----- def ----- Armour +7 Resists +13% blight Spell.save +35 (+7 eff.) Die.at -60.00 life HP.reg +5.60 Stun/Frz- +20% ---------- misc Light +1 Infravis +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
| On head | Bethassra the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +17 Wil +7 Cun dps ---------- Spell.crit +2% Spell.pwr +16 (+3 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +20% arcane +12% mind Melee Ret 10 blight ----- def ----- Defense +3 (+1 eff.) Spell.save +12 (+2 eff.) ---------- misc Mana/turn +2.10 Mana/ret +2.90 Max.mana +210.00 Max.vim +30.00 Manaflow: Puts all charms on 34 cooldown Level 2.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 24 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Duathelnigh the dwarven-steel torque of mindblast [power 270] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Cun +7 Dex dps ---------- Spell.crit +6% S.pwr/crit +8 Res.pen +25% darkness Phasing +30% ---------- misc Light +3 Blast the opponent's mind dealing 362 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +17 Mag +16 Wil +1 Cun dps ---------- Crit.mult +5.00% Spell.pwr +21 (+4 eff.) Res.pen +15% blight Phasing +10% ----- def ----- Fatigue -7% ---------- misc Max.enc +30 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Coalspiker0.1 T4 ring jewelry [Rare] Master While equipped: Stats +7 Mag +3 Wil dps ---------- Spell.crit +7% Spell.pwr +30 (+5 eff.) Mov.spd +22% Res.pen +10% darkness Acc +13 (+4 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +9% darkness Def/telep +15 Res/telep +15% Dur/telep +15% Blinding Speed: Puts all charms on 34 cooldown Level 4.5 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 38% for 5 turns. Rings make your fingers look great! |
| Around waist | drakeskin leather belt 'Abysswarden'1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +8 Mag +15 Wil dps ---------- Spell.crit +5% Crit.mult +10.00% Phys.pwr +21 (+7 eff.) Acc +20 (+7 eff.) Apr +2 ----- def ----- Armour +2 Fatigue -10% Resists +12% fire Phys.save +9 (+2 eff.) Spell.save +13 (+3 eff.) Mind.save +15 (+3 eff.) Max.HP +110.00 ---------- misc Max.enc +60 Size +1 A belt that goes around your waist. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +52 (+9 eff.) Dmg.mod +35% darkness ----- def ----- Spell.save +25 (+5 eff.) Mind.save +10 (+2 eff.) ---------- misc Mana/turn +0.50 Max.mana +50.00 Masteries +0.20 Spell/Nightfall +0.20 Spell/Master necromancer +0.20 Spell/Master of flesh +0.20 Spell/Animus +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
| On hands | Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 5.0 Pwr.cost 22 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 178% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| Main armor | Xerora the elven-silk robe (6 def, 7 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Str +2 Dex +23 Mag +12 Wil +10 Con dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +30% lightning +22% physical +26% light +6% acid +13% cold +30% arcane +24% temporal ----- def ----- Armour +7 Defense +6 (+2 eff.) Resists +11% lightning +13% light +14% cold +12% darkness +15% all Max.HP +66.00 ---------- misc Max.mana +80.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Morningresolve (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Str +3 Mag +8 Wil +3 Con dps ---------- Spell.pwr +30 (+5 eff.) S.pwr/crit +4 Res.pen +25% light ----- def ----- Defense +2 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Inventory
Rune of the Rift (626.00 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 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 913.96 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 95; cd 12)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 166; cd 12)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 166 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 176; cd 12)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 176 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 230; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 230 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 742; dur 7; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 742 damage for 7 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 80; blocks 8; dur 4; cd 14)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 80 up to 8 times. Its effects scale with your Constitution stat. 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! |
Tome of Uttercold0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
Polatira the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +5% arcane Crit.chn- 5.00% Spell.save +3 (+1 eff.) HP.reg +6.00 Stun/Frz- +20% ---------- misc Stam/turn +0.50 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 5.5 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (214). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). 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. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.5 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
clarifying copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% mind Confus- +23% 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. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
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 (+3 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 the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 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. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 29.24 cold and 31.19 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 576.73 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
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. |
conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+1 eff.) Rings make your fingers look great! |
pixie's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Cun +12 Mag dps ---------- Spell.pwr +12 (+2 eff.) Melee+ 19 light Ranged+ 23 light Dmg.mod +16% light Rings make your fingers look great! |
steel Prothotipe's Prismatic Eye ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Con +8 Mag dps ---------- Melee+ 16 light Ranged+ 15 light Dmg.mod +10% lightning +10% fire +12% light +10% cold ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great! |
voratun ring 'Gorearc'0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +8 Mag +7 Wil +3 Cun dps ---------- Mind.crit +3% Spell.pwr +13 (+3 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +6% arcane +19% temporal +3% nature +18% fire ----- def ----- Resists +19% temporal +36% fire Mind.save +6 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +6 Resists +20% acid Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+2 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 34 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 39.67 acid and 37.81 blight damage. If not cleared after five turns it will inflict 214.70 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 6.8 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 501.43 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Xeryldakira the Glintsaw (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 14.0 - 18.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 cold On Crit.r2 +12 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 274 damage over 5 turns and reducing armor and accuracy by 35 While equipped: dps ---------- Phys.crit +6.0% Res.pen +5% mind ----- def ----- Resists +6% light Sharp, short and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag 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 (+8 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." |
Khelorelar the ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 1H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +15.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% blight ----- def ----- Resists +12% blight +5% arcane +15% darkness Phys.save +15 (+4 eff.) Die.at -60.00 life Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Bones (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Cold Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +35 (+6 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+1 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
Cloudobsidian the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% S.pwr/crit +2 Dmg.mod +12% lightning Res.pen +15% acid ----- def ----- Fatigue -4% ---------- misc Max.enc +23 A belt that goes around your waist. |
Emelira the Satyrquake1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +12 Dex +12 Cun +20 Lck dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +9% nature +6% temporal Res.pen +10% nature +25% lightning Melee Ret 4 nature On Hit (Melee): * 24% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Phys.save +15 (+4 eff.) Stealth +30 ---------- misc T.Disarm +60 Infravis +11 A belt that goes around your waist. |
Gilyrehir the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +6 Mag +10 Wil +5 Cun dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Against +26% Summoned ----- def ----- Defense +10 (+2 eff.) D.Red.from +15% Summoned Phys.save +12 (+3 eff.) Mind.save +8 (+1 eff.) Die.at -20.00 life A belt that goes around your waist. |
Gloomwind1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +15% darkness +5% arcane Melee Ret 6 darkness ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Glorowe1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +4 Mag +9 Cun +3 Con dps ---------- Phys.crit +9.0% Mind.crit +13% Phys.pwr +12 (+4 eff.) Dmg.mod +9% arcane ----- def ----- Armour +15 Defense +15 (+3 eff.) Fatigue -10% Resists +6% arcane Crit.chn- 15.00% Phys.save +25 (+6 eff.) Spell.save +14 (+3 eff.) ---------- misc Max.enc +60 Light +3 Size +1 A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 21 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Satyrtyphoon1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Dex +6 Cun +10 Lck dps ---------- Dmg.mod +6% nature Res.pen +20% mind +15% nature ----- def ----- Resists +10% acid +15% light +24% darkness +22% cold +20% fire +6% nature +10% lightning Stealth +15 ---------- misc T.Disarm +30 Hate/m.crit +4.00 Infravis +6 A belt that goes around your waist. |
drakeskin leather belt 'Aroba'1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Wil +11 Mag dps ---------- Phys.crit +12.0% Crit.mult +30.00% Phys.pwr +9 (+3 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +15% blight Res.pen +20% arcane ----- def ----- Phys.save +10 (+3 eff.) Spell.save +12 (+2 eff.) ---------- misc Mana/turn +0.53 Mana/s.crit +2.37 Max.mana +49.00 A belt that goes around your waist. |
spiritwalker's rough leather belt of the mystic1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Mana/turn +0.14 Max.mana +24.00 A belt that goes around your waist. |
Betyrina the elven-silk cloak (27 def, 10 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Mag +6 Wil +4 Cun dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +10 Defense +27 (+6 eff.) Fatigue -7% Resists +12% blight +3% cold Crit.chn- 10.00% Phys.save +25 (+6 eff.) Spell.save +38 (+8 eff.) Mind.save +25 (+5 eff.) Disease- +10% Disarm- +24% ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chillenvy the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +6% Dmg.mod +12% cold Res.pen +10% mind +15% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Defense +2 (+1 eff.) Max.HP +48.00 ---------- misc Equi/ret +0.08 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Zubunn the Weepvortex (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Spell.crit +6% Crit.mult +28.00% Spell.pwr +9 (+2 eff.) Dmg.mod +14% arcane +15% nature +23% darkness Res.pen +20% darkness +13% arcane ----- def ----- Defense +3 (+1 eff.) Resists +12% nature +5% arcane +23% darkness Stealth +19 ---------- misc Max.mana +74.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ivyreth' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Dex +5 Mag +4 Wil +5 Cun +11 Con dps ---------- Spell.crit +6% Spell.pwr +15 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Crit.chn- 10.00% ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+1 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Alozor the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +39 (+7 eff.) Dmg.mod +18% arcane +40% all Res.pen +25% mind +30% acid Melee Ret 2 arcane On Hit (Melee): * 27% chance to reduce all saves and defense by 36 ----- def ----- Resists +11% lightning +12% darkness +10% light +11% fire +12% blight +12% cold +3% acid +15% all Phys.save +20 (+5 eff.) Spell.save +34 (+7 eff.) Mind.save +20 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 13 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
cashmere robe 'Eliyalle' (20 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.crit +7% Spell.pwr +18 (+3 eff.) Dmg.mod +14% arcane ----- def ----- Defense +20 (+4 eff.) Resists +10% blight +2% physical +3% temporal +11% all Mind.save +6 (+1 eff.) Max.HP +43.00 HP.reg +3.20 Heal.mod +16% ---------- misc Mana/turn +0.15 Max.mana +69.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +16% Spell.pwr +33 (+6 eff.) Dmg.mod +18% light +7% darkness ----- def ----- Resists +15% all ---------- misc Mana/turn +0.21 Max.mana +55.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +4 Wil +4 Cun dps ---------- Spell.crit +7% Spell.pwr +19 (+4 eff.) S.pwr/crit +4 Dmg.mod +17% light +15% darkness ----- def ----- Resists +13% all Silence- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Sootclamor' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +12% mind Melee Ret 8 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Resists +12% mind +9% all ---------- misc Psi/ret +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anarand the Freezewreath (10 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Dex ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +3% Resists +6% cold +5% arcane +15% temporal Spell.save +18 (+4 eff.) Max.HP +80.00 Silence- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arthurion the Mucksquall (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Armour +1 Resists +7% lightning +7% temporal ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
Emynne the Hellvenom (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +12% fire Phasing +31% ----- def ----- Armour +5 Fatigue +4% Resists +9% acid +12% fire +9% mind +15% cold Pinning- +21% ---------- misc Mana/s.crit +2.07 Max.mana +103.44 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashraven the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +6% fire Res.pen +25% cold ----- def ----- Armour +1 Resists +9% acid +30% fire Phys.save +13 (+3 eff.) Mind.save +11 (+2 eff.) A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
undeterred pair of hardened leather boots of force (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +3 (+1 eff.) Mind.pwr +11 (+3 eff.) ----- def ----- Armour +3 Silence- +23% Confus- +20% Stun/Frz- +29% A pair of boots made of leather. |
Lisuvena the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Cun +8 Mag dps ---------- Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Fatigue +1% Resists +5% temporal Crit.chn- 5.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
hardened leather gloves 'Frigidwitch' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% cold +12% mind +12% light Res.pen +25% mind +25% cold Acc +15 (+5 eff.) ----- def ----- Armour +2 Resists +9% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Darkjam the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +1% Phys.pwr +10 (+3 eff.) Spell.pwr +20 (+4 eff.) Res.pen +20% blight +5% physical Acc +10 (+3 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness Spell.save +6 (+1 eff.) ---------- misc Mana/turn +0.08 A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Lorihell the Eclipsehack (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Mag +6 Cun +3 Con dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
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. |
1938 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. |
11 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
6 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 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
shattering dwarven-steel pickaxe (dig speed 17 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Res.pen +13% physical 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: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
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. |
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. |
5 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. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 107 power out of 125/125 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 68 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 86.63 cold damage and 92.40 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Gleamumbra the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +30% light +15% darkness Res.pen +10% light +25% darkness +11% all Apr +8 On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Resists +15% blight ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of clarity0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Mind.save +8 (+1 eff.) ---------- misc Light +6 See.Stealth +10 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal brass lantern of clarity1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Light +5 See.Stealth +9 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
void-walker's dwarven lantern of corpselight1.0 T5 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ----- def ----- Resists +12% blight +8% cold +11% darkness +7% temporal Def/telep +20 Res/telep +16% Dur/telep +12% ---------- misc Light +5 Infravis +4 See.Invis +14 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.8 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 56 blight damage or heals 69 life. Creatures standing in the retch also have 22% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
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. |
19 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. |
21 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. |
8 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. |
8 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 1000.40 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. |
Mendur the Rimerot [power 420] (13 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Spell.pwr +15 (+3 eff.) S.pwr/crit +12 Res.pen +10% arcane +10% cold Melee Ret 6 acid 6 blight ---------- misc Vim/s.crit +2.00 Blast the opponent's mind dealing 563 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Gitar' [power 230] (13 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +2 Dex +4 Mag +2 Cun dps ---------- Res.pen +10% arcane ---------- misc Infravis +2 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 331 physical damage Puts all charms on 13 cooldown 100% to reduce fatigue by 29% for 2 turns. 100% to gain a 26% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Floehue' [power 320] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% arcane +18% cold Res.pen +10% cold +10% arcane +25% light Melee Ret 4 light 10 cold Sting an enemy dealing 390 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
9 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. |
Alutir [power 170] (13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Dmg.mod +3% mind ---------- misc Max.hate +4.00 Fire a magical bolt dealing 207 fire damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Silynn the elven-wood wand of shielding [power 338] (17 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Dmg.mod +3% blight Melee Ret 4 arcane Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xerygasewen the elven-wood wand of shielding [power 434] (17 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +3 Con +14 Mag dps ---------- Dmg.mod +9% arcane +12% mind ----- def ----- Resists +5% arcane ---------- misc Light +3 Infravis +3 Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
22 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 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 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. |
5 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. |
7 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. |
4 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. |
13 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. |
4 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.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Dagot the Ghoul Necromancer level 37
74th Regrowth 123rd year of Ascendancy at 23:01 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dagot the Ghoul Necromancer level 50
25th Regrowth 125th year of Ascendancy at 15:36 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Dagot the Ghoul Necromancer level 37
71st Regrowth 123rd year of Ascendancy at 04:22 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Dagot the Ghoul Necromancer level 45
42nd Dusk 123rd year of Ascendancy at 07:05 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Dagot the Ghoul Necromancer level 50
11st Regrowth 124th year of Ascendancy at 14:43 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Dagot the Ghoul Necromancer level 50
80th Haze 124th year of Ascendancy at 20:44 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Dagot the Ghoul Necromancer level 43
36th Dusk 123rd year of Ascendancy at 21:05 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Dagot the Ghoul Necromancer level 10
7th Flare 122nd year of Ascendancy at 03:40 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dagot the Ghoul Necromancer level 37
37th Pyre 123rd year of Ascendancy at 04:15 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Dagot the Ghoul Necromancer level 45
70th Dusk 123rd year of Ascendancy at 17:26 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Dagot the Ghoul Necromancer level 42
32nd Dusk 123rd year of Ascendancy at 00:38 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Dagot the Ghoul Necromancer level 30
10th Decay 122nd year of Ascendancy at 18:43 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Dagot the Ghoul Necromancer level 50
7th Pyre 125th year of Ascendancy at 12:41 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dagot the Ghoul Necromancer level 19
72nd Dusk 122nd year of Ascendancy at 01:17 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dagot the Ghoul Necromancer level 32
32nd Regrowth 123rd year of Ascendancy at 05:59 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Dagot the Ghoul Necromancer level 50
44th Haze 123rd year of Ascendancy at 10:07 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Dagot the Ghoul Necromancer level 50
71st Regrowth 125th year of Ascendancy at 06:47 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Dagot the Ghoul Necromancer level 46
71st Dusk 123rd year of Ascendancy at 05:05 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Dagot the Ghoul Necromancer level 50
52nd Pyre 124th year of Ascendancy at 15:10 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dagot the Ghoul Necromancer level 31
26th Regrowth 123rd year of Ascendancy at 11:53 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Dagot the Ghoul Necromancer level 50
11st Regrowth 124th year of Ascendancy at 16:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dagot the Ghoul Necromancer level 10
6th Flare 122nd year of Ascendancy at 02:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dagot the Ghoul Necromancer level 20
72nd Dusk 122nd year of Ascendancy at 19:54 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Dagot the Ghoul Necromancer level 30
7th Decay 122nd year of Ascendancy at 19:25 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Dagot the Ghoul Necromancer level 40
3rd Summertide 123rd year of Ascendancy at 16:06 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Dagot the Ghoul Necromancer level 50
42nd Haze 123rd year of Ascendancy at 03:18 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Dagot the Ghoul Necromancer level 50
25th Regrowth 125th year of Ascendancy at 00:56 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dagot the Ghoul Necromancer level 50
1st Time of Balance 124th year of Ascendancy at 04:39 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Dagot the Ghoul Necromancer level 21
22nd Haze 122nd year of Ascendancy at 09:23 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Dagot the Ghoul Necromancer level 41
30th Dusk 123rd year of Ascendancy at 09:08 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dagot the Ghoul Necromancer level 20
72nd Dusk 122nd year of Ascendancy at 20:35 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Dagot the Ghoul Necromancer level 42
32nd Dusk 123rd year of Ascendancy at 04:04 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Dagot the Ghoul Necromancer level 50
7th Pyre 125th year of Ascendancy at 12:40 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Dagot the Ghoul Necromancer level 3
77th Pyre 122nd year of Ascendancy at 02:17 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dagot the Ghoul Necromancer level 11
5th Dusk 122nd year of Ascendancy at 17:41 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Dagot the Ghoul Necromancer level 49
25th Haze 123rd year of Ascendancy at 16:16 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Dagot the Ghoul Necromancer level 50
7th Pyre 125th year of Ascendancy at 12:41 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dagot the Ghoul Necromancer level 5
2nd Summertide 122nd year of Ascendancy at 20:03 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dagot the Ghoul Necromancer level 50
61st Pyre 124th year of Ascendancy at 15:14 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dagot the Ghoul Necromancer level 22
42nd Haze 122nd year of Ascendancy at 05:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dagot the Ghoul Necromancer level 15
21st Dusk 122nd year of Ascendancy at 09:10 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dagot the Ghoul Necromancer level 36
69th Regrowth 123rd year of Ascendancy at 20:43 see stats
Log
Today is the 12nd Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 23:20.
Ran for 6 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).























































































































































































