










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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:
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.
Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 50 / 1994% |
| Size | medium |
| Lifes / Deaths | Killed by Solaire at level 50 on the 45th Haze 125th year of Ascendancy at 03:59 / 1 |
Primary Stats
| Strength | 45 (base 19) |
| Dexterity | 54 (base 37) |
| Constitution | 70 (base 60) |
| Magic | 154 (base 65) |
| Willpower | 61 (base 11) |
| Cunning | 99 (base 61) |
Resources
| Life | 1936/1936 |
| Mana | 616/736 |
| Positive | 75/197 |
| Healing Factor | 1.9372792565119 |
| Regeneration | 83.981055769791 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 54 |
| Crit Chance | 66% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 90 |
| Crit Chance | 96% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +53% |
| Arcane | +35% |
| Cold | +9% |
| All | 0% |
| Darkness | +26% |
| Light | +140% |
| Temporal | +10% |
| Physical | +15% |
| Fire | +61% |
| Mind | +15% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +60% |
| Fire | +15% |
| Arcane | +25% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42 (30%) |
| Defense | 43 |
| Ranged Defense | 49 |
| Fatigue | 7 |
| Physical Save | 39 |
| Spell Save | 45 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 40%( 70%) |
| Cold | + 39%( 70%) |
| All | + 27%( 70%) |
| Physical | + 29%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 80%( 80%) |
| Temporal | + 34%( 70%) |
| Mind | + 36%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 46% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 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 980 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 141 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 137 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Celestial / Crusader | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Neryriawe the large brown snake. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 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: 2185. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Blazeresolve the pair of voratun boots (0 def, 14 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Nature/Master While equipped: offense ------ Move Speed +10% Damage +15% blight +3% fire When Hit 6 fire defense ------ Armor +14 Fatigue -5% Resistance +14% acid +26% fire +13% cold +11% lightning Life +60.00 Silence Resist +46% Confus Resist +50% Stun Resist +48% other ------- Stamina/turn +0.70 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
| Light source | Xaniranor the dwarven lantern1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +10 Str offense ------ Physical Crit +4.0% Damage +9% arcane Ignore Armor +3 defense ------ Resistance +3% physical Physical save +19 (+7 eff.) Unlife -84.29 life Life +80.00 other ------- Stamina/turn +3.00 Max stamina +31.61 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Elenuthel the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: offense ------ Damage +15% physical +10% temporal +26% light +6% darkness defense ------ Defense +3 (+1 eff.) Resistance +3% blight +9% temporal +3% darkness +27% light Shield Power +15% Life +20.00 Life Regen +5.10 Cut Resist +21% A pointy cloth hat, very wizardly... |
| On hands | drakeskin leather gloves 'Charblast' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Wil +9 Mag offense ------ Physical Crit +18.0% Spell Crit +20% Mind Crit +20% Critical power +15.00% Spellpower +8 (+2 eff.) Mindpower +7 (+2 eff.) On-Hit 21 mind 12 arcane 30 darkness Damage +18% blight +9% fire +8% arcane Ignore resists +5% fire When Hit 6 blight On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 37 * 19% chance to reduce all saves and defense by 35 defense ------ Armor +3 Resistance +7% arcane Mind save -9 (-3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Delimas the voratun torque of psionic shield [power 133] (13/25 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +12% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 defense ------ Resistance +3% blight +5% arcane Setup a psionic shield, reducing all damage taken by 133 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 23% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Mayinn the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +7 Wil +15 Mag offense ------ Spellpower +13 (+3 eff.) On-Hit 27 light On-Ranged-Hit 35 light Damage +16% light defense ------ Armor +2 Resistance +6% nature +3% acid Crit Resistance 15.52% Life +76.00 Life Regen +19.00 Healmod +35% Pinning Resist +20% Teleport Resist +10% Rings make your fingers look great! |
| On fingers | Fogmark the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Mag +5 Wil offense ------ Spellpower +8 (+2 eff.) Damage +9% acid +6% arcane Ignore resists +15% darkness +25% arcane defense ------ Resistance +5% arcane Life +89.00 Life Regen +19.00 Healmod +16% Stun Resist +48% Rings make your fingers look great! |
| Around neck | The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (190). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | dragonbone magestaff 'Shockwaker' (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +16 Mag +17 Wil +15 Cun offense ------ Spell Crit +18% Critical power +19.00% Spellpower +15 (+3 eff.) Spellpower/crit +18 Damage +12% blight +30% fire When Hit 2 lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 defense ------ Resistance +3% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Floebait the drakeskin leather belt1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: offense ------ Damage +9% fire +9% cold defense ------ Resistance +12% light +15% darkness Life +70.00 Healmod +5% Poison Resist +21% Confus Resist +21% A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+6 eff.) Ranged Defense +17 (+5 eff.) Fatigue +12% Resistance +15% darkness +10% fire +12% mind +20% light Mind save +18 (+6 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 140.74 to 175.93 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+4 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+5 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | Frozenqueller the elven-silk robe (5 def, 8 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +8 Mag +4 Wil +4 Cun offense ------ Spell Crit +18% Spellpower +34 (+7 eff.) Mindpower +20 (+5 eff.) Damage +46% light +20% darkness defense ------ Armor +8 Defense +5 (+2 eff.) Resistance +13% darkness +3% cold +13% light +15% all Mind save +6 (+2 eff.) Life +51.00 other ------- Mana/turn +0.29 Max mana +87.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Elixir of Invulnerability2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (394.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 433.40 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 (absorb 100; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 100 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the titan (threshold 44; blocks 8; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 44 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 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Mutir the Blindquell0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% fire Ignore resists +20% light +5% cold defense ------ Resistance +11% lightning +9% fire +3% light Stun Resist +22% Amulets make your neck look great! |
Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Gloryredhena the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +14 Mag offense ------ Spell Crit +6% Critical power +21.07% Spellpower +6 (+1 eff.) Damage +8% acid +8% fire +8% cold +8% lightning defense ------ Armor +4 Defense +11 (+4 eff.) Resistance +5% arcane +3% cold Max Resistance +7% all Physical save +26 (+9 eff.) Mind save +6 (+2 eff.) Unlife -60.00 life other ------- EQ when Hit +0.12 Amulets make your neck look great! |
Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +8 Cun +8 Dex offense ------ Move Speed +15% Damage +20% lightning defense ------ Armor +5 Resistance +5% all Damage Avoidance +8% Affinity +20% lightning Stun Resist +60% Amulets make your neck look great! |
Lisirilaith0.1 Encumbrance T5 amulet jewelry [Random Unique] Master While equipped: Stats +3 Dex +2 Con offense ------ Critical power +20.00% Damage +6% acid Accuracy +10 (+3 eff.) Ignore Armor +20 On-Hit (Melee): * 20% chance to reduce armor by 47% defense ------ Armor +8 Defense +17 (+6 eff.) Resistance +6% blight +9% cold +6% temporal Max Resistance +7% all Physical save +27 (+9 eff.) Healmod +10% Pinning Resist +27% other ------- Masteries +0.40 Spell/Staff combat Amulets make your neck look great! |
Vox0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Betydhera the Floeoath0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil offense ------ Move Speed +10% Damage +10% lightning +6% cold +9% light Ignore resists +5% cold Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Resistance +20% lightning Mind save +6 (+2 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Emelle the Sunrage0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Wil offense ------ Damage +16% light Ignore Shields +20% Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Defense +9 (+3 eff.) Resistance +20% light Life +60.00 Life Regen +9.00 Healmod +11% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% 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! |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Cun +8 Dex offense ------ Damage +9% light Ignore resists +25% arcane Accuracy +38 (+11 eff.) Ignore Armor +11 defense ------ Defense +14 (+5 eff.) Resistance +2% physical Silence Resist +42% other ------- Mana/turn +0.33 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 Puts all charms on 1 turn cooldown "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? |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
savage's voratun ring of sensing0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Con defense ------ Spell save +20 (+6 eff.) Blind Resist +45% other ------- Max stamina +40.00 Infravision +6 See Stealth +25 See Invisibility +14 Rings make your fingers look great! |
voratun Goedalath Rock ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Con offense ------ Physical Power +12 (+4 eff.) Spellpower +16 (+3 eff.) Damage +9% all Accuracy +10 (+3 eff.) When Hit 34 darkness 8 physical defense ------ Defense +10 (+3 eff.) Resistance +6% light +3% darkness Physical save +20 (+7 eff.) Life +135.00 Life Regen +19.00 Healmod +70% Disarm Resist +50% Pinning Resist +50% Knockbk Resist +47% other ------- Stamina/turn +1.00 Max stamina +30.00 Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
infernal yew magestaff of fate (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +30.00% Spellpower +17 (+3 eff.) On-Hit 27 fire Damage +20% lightning defense ------ Physical save +10 (+4 eff.) Spell save +11 (+3 eff.) Mind save +11 (+4 eff.) other ------- See Invisibility +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone starstaff of the prodigy (30-36 power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +20 Mag +16 Wil +20 Cun offense ------ Spell Crit +5% Spellpower +23 (+5 eff.) Spellpower/crit +10 Damage +30% temporal Ignore Shields +30% defense ------ Defense +22 (+7 eff.) Shield Power +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Morningtouch (58-87 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Rare] Arcane Weapon Damage 58.0 - 87.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +27 acid +42 cold +16 light While equipped: Stats +4 Str +8 Wil +7 Cun offense ------ Damage +12% lightning Ignore resists +15% light defense ------ Resistance +12% acid Crit Resistance 15.00% other ------- See Invisibility +33 Massive two-handed battleaxes. |
Salossra the Brightquell (89-134 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Rare] Master Weapon Damage 89.0 - 133.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +16 blight +27 fire +27 arcane On-crit, radius 2 +16 acid +16 fire While equipped: offense ------ Damage +12% acid +15% temporal defense ------ Resistance +41% fire Massive two-handed mauls. |
arcing stralite greatsword of massacre (69-110 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 69.0 - 110.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 138 damage Massive two-handed swords. |
chilling voratun greatsword of crippling (61-98 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 61.0 - 97.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +35 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +19.0% Massive two-handed swords. |
Hydra's Bite (56-62 power, 7 apr)3.0 Encumbrance T4 whip 2H weapon [Unique] Nature/Master Weapon Damage 56.0 - 61.6 Physical Uses 40% Dex, 90% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit: 10% Lightning Breath level 3 On Hit: 10% Poison Breath level 3 On Hit: 10% Acid Breath level 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Acera (33-46 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 33.0 - 46.2 Acid Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 58 acid damage in a 4 radius ball. This damage will increase by 43% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Morrigor (50-70 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 103.95 arcane and 97.02 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+5 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Erelyharadan the Furnaceshaper (40-57 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Rare] Nature Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 blight +24 fire On-crit, radius 2 +39 acid +45 nature On Hit: * 27% chance to reduce strength, dexterity, and constitution by 37 While equipped: offense ------ Damage +33% temporal Ignore resists +21% acid +34% temporal +21% nature +34% blight Ignore Armor +15 On-Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) * 27% chance to reduce all saves and defense by 35 Sharp, long, and deadly. |
hateful voratun longsword of massacre (57-80 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego] Master/Psionic Weapon Damage 57.0 - 79.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +13 darkness Damage Against +20% Living Sharp, long, and deadly. |
truestriking voratun mace of massacre (60-83 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 59.5 - 83.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +18 (+6 eff.) Ignore Armor +9 Blunt and deadly. |
voratun waraxe 'Eremydin' (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +24 cold On Hit: * 27% chance to reduce armor by 47% While equipped: offense ------ Ignore resists +15% all Accuracy +39 (+11 eff.) Ignore Armor +15 When Hit 4 acid defense ------ Armor +6 Defense +13 (+4 eff.) Resistance +3% mind +12% fire Blind Resist +27% Cut Resist +10% Disarm Resist +38% Stun Resist +27% One-handed war axes. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Moon (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: offense ------ Damage +0% darkness Ignore resists +0% darkness other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: offense ------ Damage +0% light Ignore resists +0% light other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
dwarven-steel dagger 'Beoromidir' (21-27 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 21.0 - 27.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +11 (+4 eff.) On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Defense +11 (+4 eff.) Resistance +5% physical +5% arcane +15% temporal Disarm Resist +35% Pinning Resist +20% Stun Resist +20% Sharp, short and deadly. |
Scabserpent the stralite dagger (32-41 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 31.5 - 41.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +18 mind On Hit: * 24% chance to reduce all saves and defense by 35 While equipped: Stats +8 Str +8 Wil +5 Cun offense ------ Physical Crit +11.0% Mind Crit +6% Critical power +23.00% Mindpower +10 (+2 eff.) Damage +6% nature +10% physical Accuracy +18 (+6 eff.) Ignore Armor +12 other ------- Hate-on-crit +2.00 Max hate +2.00 Sharp, short and deadly. |
stralite dagger 'Obsidianoracle' (28-37 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Rare] Disrupt Weapon Damage 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +21 fire Damage Against +23% Unnatural On-crit, radius 2 +12 darkness While equipped: Stats +6 Wil offense ------ Damage +6% darkness On-Hit (Melee): * 21% chance to slow global speed by 63% * 21% chance to reduce damage dealt by 28% defense ------ Resistance +5% arcane +16% temporal Spell save +19 (+6 eff.) Sharp, short and deadly. |
Lustreblur the voratun dagger (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Rare] Arcane Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +30 cold On-Hit, radius 1 +27 light +20 fire On-crit, radius 2 +16 light While equipped: Stats +6 Cun offense ------ Mindpower +30 (+7 eff.) Damage +15% mind +12% acid On-Hit (Melee): * 27% chance to reduce armor by 47% defense ------ Resistance +18% light +15% fire other ------- Light +3 Sharp, short and deadly. |
voratun dagger 'Dagerath' (67-87 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 67.0 - 87.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +90 fire On Hit: * 10% chance to reduce all saves and defense by 35 While equipped: offense ------ Global Speed +10% Damage +18% mind Ignore resists +25% fire When Hit 4 acid defense ------ Resistance +5% arcane +3% cold Sharp, short and deadly. |
warbringer's voratun dagger of erosion (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +15 nature While equipped: Stats +6 Con offense ------ Physical Power +12 (+4 eff.) Ignore resists +15% physical defense ------ Disarm Resist +35% Sharp, short and deadly. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+3 eff.) Mindpower +10 (+2 eff.) Damage +12% lightning +12% physical +12% fire +12% cold +12% acid defense ------ Resistance +10% acid +10% physical +10% fire +10% cold +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 132.07 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Whip of Urh'Rok (55-61 power, 0 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+3 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
halfling drakeskin leather sling of lightning4.0 Encumbrance T5 sling 1H weapon [Ego+] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +16 lightning While equipped: offense ------ Damage +22% lightning +22% physical other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
ranger's drakeskin leather sling of fire4.0 Encumbrance T5 sling 1H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +20 fire While equipped: Stats +7 Dex offense ------ Damage +22% fire Slings are used to hurl stones or metal shots at your foes. |
overgrown dwarven-steel steamgun of tinkering (+5)4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: 10% Overgrowth level 3 Uses 2.0 Steam While equipped: Stats +5 Cun offense ------ Steampower +11 (+3 eff.) defense ------ Life Regen +1.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike voratun steamgun of true flight4.0 Encumbrance T5 steamgun 1H weapon Reqs Steam Pool [Ego++] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +7 Cun offense ------ Physical Crit +15.0% Combat Speed +10% Accuracy +13 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed quiver of dragonbone arrows of accuracy (22/22, 74-103 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Master Weapon Damage 73.5 - 102.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +18 Ignore Armor +18 Critical Rate +24.0% Capacity 22 On Critical: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly pouch of voratun shots of vileness (23/23, 69-83 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego] Arcane/Master Weapon Damage 69.0 - 82.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 On-ranged-hit +16 blight On Hit: * 24% chance to reduce strength, dexterity, and constitution by 37 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of daylight (22/22, 54-64 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego+] Arcane/Psionic Weapon Damage 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 22 On-ranged-hit +20 light +39 physical Damage Against +28% Undead On Hit: * 20% chance to knock the target back 3 spaces and deal 231 physical damage Shots are used with slings to pummel your foes to death. |
self-loading pouch of voratun shots of accuracy (22/22, 52-62 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego] Arcane/Master Weapon Damage 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +25 Ignore Armor +6 Critical Rate +7.0% Capacity 22 Auto Reload 2 Shots are used with slings to pummel your foes to death. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 50.0 - 60.0 Light Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+5 eff.) Ranged Defense +17 (+5 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+6 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+6 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
shimmering silk robe of blight (+26%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Arcane While equipped: offense ------ Damage +18% arcane +26% blight defense ------ Resistance +26% blight +13% all other ------- Max mana +83.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emunne (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +6 Cun +2 Dex offense ------ Spell Crit +9% Spellpower +27 (+5 eff.) Damage +24% darkness +30% light +9% mind +20% all defense ------ Resistance +11% lightning +10% darkness +11% cold +10% blight +23% fire +11% light +15% all Physical save +18 (+6 eff.) Spell save +37 (+12 eff.) Mind save +17 (+6 eff.) Teleport Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour of Toknor (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Master While equipped: offense ------ Physical Crit +6.0% Critical power +20.00% Physical Power +10 (+3 eff.) defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
enlightening drakeskin leather armour of Eyal (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Nature/Psionic While equipped: Stats +9 Cun +9 Wil defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Mind save +25 (+9 eff.) Life +78.00 Life Regen +9.00 Healmod +20% A suit of armour made of leather. |
hardened stralite mail armour (4 def, 17 armour)14.0 Encumbrance T4 heavy armor [Ego+] Master While equipped: defense ------ Armor +17 Defense +4 (+1 eff.) Fatigue +12% Resistance +11% acid +12% physical +11% cold +12% lightning +12% fire A suit of armour made of mail. |
fortifying voratun mail armour of implacability (5 def, 20 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Master While equipped: Stats +6 Str +7 Con defense ------ Armor +20 Defense +5 (+2 eff.) Fatigue +2% Physical save +13 (+5 eff.) Life +91.00 A suit of armour made of mail. |
voratun plate armour 'Wildpiety' (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training Str 60 [Rare] Master While equipped: Stats +4 Mag +4 Wil offense ------ Critical power +27.20% Spellpower +15 (+3 eff.) Damage +24% nature +33% acid When Hit 12 nature On-Hit (Melee): * 27% chance to reduce armor by 47% defense ------ Armor +16 Fatigue +22% Resistance +15% mind +10% physical Physical save +25 (+9 eff.) Healmod +25% A suit of armour made of metal plates. |
hardened leather belt 'Rimestreak'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Dex +5 Wil +5 Cun offense ------ Damage +9% acid +12% light When Hit 8 cold On-Hit (Melee): * 20% chance to reduce armor by 47% defense ------ Resistance +15% acid +6% cold Physical save +15 (+5 eff.) Spell save +16 (+5 eff.) Mind save +16 (+6 eff.) A belt that goes around your waist. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
spiritwalker's drakeskin leather belt1.0 Encumbrance T5 belt armor [Ego+] Arcane While equipped: Stats +11 Mag other ------- Mana/turn +0.58 Max mana +60.00 A belt that goes around your waist. |
Beruhor the Lightpiercer (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Wil +3 Mag offense ------ Spell Crit +5% Damage +30% light +9% fire defense ------ Defense +1 (+0 eff.) Resistance +15% fire Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Turadur' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane While equipped: Stats +10 Mag +11 Wil offense ------ Physical Crit +2.0% Spell Crit +11% Critical power +15.00% Physical Power +10 (+3 eff.) defense ------ Defense +2 (+1 eff.) 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 protection (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil defense ------ Defense +2 (+1 eff.) Spell save +22 (+7 eff.) Mind save +8 (+3 eff.) other ------- Max mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Frozenbrace' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: offense ------ Spell Crit +6% Critical power +30.00% Spellpower +35 (+7 eff.) Spellpower/crit +8 Damage +18% blight +30% cold +14% arcane Ignore resists +15% arcane defense ------ Defense +3 (+1 eff.) Resistance +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +160.00 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 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of hardened leather boots 'Ivusera' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +4% Spellpower/crit +4 Damage +18% blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Silence Resist +26% Confus Resist +26% Stun Resist +34% other ------- Mana-on-crit +2.00 A pair of boots made of leather. |
pair of hardened leather boots 'Noondredge' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Lck +5 Dex offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) Spellpower +6 (+1 eff.) Damage +3% arcane Ignore resists +10% arcane Ignore Armor +8 When Hit 6 arcane 2 light defense ------ Armor +3 Resistance +5% arcane Stealth +8 A pair of boots made of leather. |
traveler's pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Master/Psionic While equipped: Stats +6 Con +6 Wil offense ------ Mindpower +9 (+2 eff.) Ignore resists +10% physical defense ------ Armor +5 Fatigue -10% Physical save +14 (+5 eff.) other ------- Encumbrance +50 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Alogakhad the Fogonslaught (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +5 Cun +10 Wil offense ------ Mind Crit +5% Spellpower +11 (+2 eff.) Mindpower +41 (+10 eff.) Damage +12% darkness +30% blight Ignore resists +25% mind defense ------ Armor +5 Fatigue +4% other ------- Hate-on-crit +5.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fist of the Destroyer (8 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun defense ------ Defense +8 (+3 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 5.0 Power cost 12 out of 12/12. Range 6 Cooldown: 8 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 201.92 fire damage and 158.02 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Camylach (10 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +9 Dex +4 Mag +16 Cun offense ------ Accuracy +9 (+3 eff.) Ignore Armor +11 defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +5% Resistance +12% acid +1% physical +7% light +8% darkness Physical save +24 (+8 eff.) Mind save +9 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.2 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 127.64 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
augmenting cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +11% acid +9% lightning +11% cold +11% arcane +11% fire defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Infused Cerebrum (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+2 eff.) Mindpower +12 (+3 eff.) defense ------ Defense +8 (+3 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Muckglean (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +5 Str +4 Wil +4 Con offense ------ Spell Crit +6% Physical Power +6 (+2 eff.) Damage +21% arcane +24% nature +24% mind When Hit 14 nature On-Hit (Melee): * 27% chance to reduce all saves and defense by 35 defense ------ Armor +5 Fatigue +5% Resistance +27% light other ------- Max vim +40.00 A cap made of leather. |
Omniscience (7 def, 0 armour)1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+5 eff.) Ignore resists +10% mind defense ------ Defense +7 (+2 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+9 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Magmalore (0 def, 5 armour)3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +9 Dex +3 Con offense ------ Physical Crit +8.0% Damage +12% fire Ignore resists +20% mind +34% physical Accuracy +35 (+10 eff.) Ignore Armor +8 When Hit 8 physical defense ------ Armor +5 Fatigue +5% Resistance +25% darkness +4% physical Physical save +12 (+4 eff.) other ------- Max stamina +40.00 Infravision +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's voratun helm of knowledge (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% nature Spell save +7 (+2 eff.) Life +110.00 Healmod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
308 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
46 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Yvyrin the Spiderstalker1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +4 Str +2 Mag offense ------ Ignore resists +5% nature defense ------ Armor +6 Resistance +5% arcane Physical save +15 (+5 eff.) Life +58.00 Disease Resist +20% Stun Resist +20% Teleport Resist +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 47.70 cold damage and 50.33 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed +4% Combat Speed -3% Spell Speed -3% Mind Speed -3% Damage +15% temporal defense ------ Resistance +3% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+4 eff.) Ignore Armor +12 defense ------ Defense +12 (+4 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Demonic Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Zubomina the iron torque of clear mind [power 1] (13/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +2.0% Ignore resists +20% mind defense ------ Defense +20 (+7 eff.) Physical save +6 (+2 eff.) other ------- Hate-on-crit +2.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Tarragogas [power 175] (13/15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +20 (+6 eff.) Accuracy +10 (+3 eff.) Ignore Armor +3 When Hit 10 mind defense ------ Armor +8 Defense +25 (+8 eff.) Unlife -80.00 life Blast the opponent's mind dealing 201 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 36% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Vorarin the voratun torque of clear mind [power 4] (13/25 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Wil offense ------ Ignore Shields +20% defense ------ Resistance +5% arcane other ------- Mana-on-crit +2.07 Vim-on-crit +2.07 Max mana +20.00 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to heal for 110. Torques are made by powerful psionics to store psionic powers. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 330 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Blindlord the dragonbone wand of conjuration [power 455] (13/15 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Spellpower +25 (+5 eff.) Ignore resists +30% darkness defense ------ Armor +10 Resistance +3% physical +18% light +7% arcane +18% fire +12% nature +18% mind Blind Resist +27% Cut Resist +27% Fire a magical bolt dealing 496 cold damage Puts all charms on 15 turn cooldown 100% to heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 279.40 temporal and 320.04 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance 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 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Solaire the Skeleton Sun Paladin level 30
27th Dusk 124th year of Ascendancy at 05:18 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Solaire the Skeleton Sun Paladin level 35
53rd Dusk 124th year of Ascendancy at 02:18 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Solaire the Skeleton Sun Paladin level 30
25th Dusk 124th year of Ascendancy at 11:08 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Solaire the Skeleton Sun Paladin level 40
9th Decay 124th year of Ascendancy at 11:23 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Solaire the Skeleton Sun Paladin level 48
77th Pyre 125th year of Ascendancy at 20:35 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Solaire the Skeleton Sun Paladin level 40
3rd Decay 124th year of Ascendancy at 10:49 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Solaire the Skeleton Sun Paladin level 18
19th Pyre 124th year of Ascendancy at 02:07 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Solaire the Skeleton Sun Paladin level 49
6th Mirth 125th year of Ascendancy at 10:46 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Solaire the Skeleton Sun Paladin level 38
39th Haze 124th year of Ascendancy at 08:48 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Solaire the Skeleton Sun Paladin level 32
35th Dusk 124th year of Ascendancy at 15:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Solaire the Skeleton Sun Paladin level 22
62nd Pyre 124th year of Ascendancy at 19:04 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Solaire the Skeleton Sun Paladin level 24
72nd Pyre 124th year of Ascendancy at 13:07 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Solaire the Skeleton Sun Paladin level 33
44th Dusk 124th year of Ascendancy at 03:49 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Solaire the Skeleton Sun Paladin level 50
38th Haze 125th year of Ascendancy at 23:50 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Solaire the Skeleton Sun Paladin level 49
6th Mirth 125th year of Ascendancy at 14:05 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Solaire the Skeleton Sun Paladin level 44
54th Regrowth 125th year of Ascendancy at 13:28 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Solaire the Skeleton Sun Paladin level 35
52nd Dusk 124th year of Ascendancy at 23:54 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Solaire the Skeleton Sun Paladin level 42
9th Decay 124th year of Ascendancy at 13:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Solaire the Skeleton Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 12:35 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Solaire the Skeleton Sun Paladin level 20
43rd Pyre 124th year of Ascendancy at 02:56 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Solaire the Skeleton Sun Paladin level 30
24th Dusk 124th year of Ascendancy at 03:42 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Solaire the Skeleton Sun Paladin level 40
69th Haze 124th year of Ascendancy at 09:09 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Solaire the Skeleton Sun Paladin level 50
2nd Flare 125th year of Ascendancy at 18:25 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Solaire the Skeleton Sun Paladin level 50
60th Dusk 125th year of Ascendancy at 12:44 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Solaire the Skeleton Sun Paladin level 34
48th Dusk 124th year of Ascendancy at 08:15 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Solaire the Skeleton Sun Paladin level 24
77th Pyre 124th year of Ascendancy at 13:21 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Solaire the Skeleton Sun Paladin level 50
1st Haze 125th year of Ascendancy at 01:28 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Solaire the Skeleton Sun Paladin level 39
61st Haze 124th year of Ascendancy at 15:58 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Solaire the Skeleton Sun Paladin level 28
19th Dusk 124th year of Ascendancy at 17:31 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Solaire the Skeleton Sun Paladin level 20
47th Pyre 124th year of Ascendancy at 21:10 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Solaire the Skeleton Sun Paladin level 39
68th Haze 124th year of Ascendancy at 10:42 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Solaire the Skeleton Sun Paladin level 50
45th Haze 125th year of Ascendancy at 03:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Solaire the Skeleton Sun Paladin level 9
7th Mirth 122nd year of Ascendancy at 16:13 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Solaire the Skeleton Sun Paladin level 35
53rd Dusk 124th year of Ascendancy at 02:18 see stats
The Old Ones (Insane (Roguelike) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Solaire the Skeleton Sun Paladin level 49
6th Mirth 125th year of Ascendancy at 10:34 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Solaire the Skeleton Sun Paladin level 35
65th Dusk 124th year of Ascendancy at 18:24 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Solaire the Skeleton Sun Paladin level 50
45th Haze 125th year of Ascendancy at 03:59 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Solaire the Skeleton Sun Paladin level 34
48th Dusk 124th year of Ascendancy at 08:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Solaire the Skeleton Sun Paladin level 11
2nd Summertide 122nd year of Ascendancy at 05:27 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Solaire the Skeleton Sun Paladin level 22
64th Pyre 124th year of Ascendancy at 18:41 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Solaire the Skeleton Sun Paladin level 44
59th Regrowth 125th year of Ascendancy at 09:58 see stats
This is how the world ends: swallowed in fire, but not in darkness. (Insane (Roguelike) difficulty)
"Won" ToME by sacrificing yourself for your patron Distant Sun, opening a portal for it to burn and consume the world.By Solaire the Skeleton Sun Paladin level 50
45th Haze 125th year of Ascendancy at 03:59 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Solaire the Skeleton Sun Paladin level 35
65th Dusk 124th year of Ascendancy at 01:09 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Solaire the Skeleton Sun Paladin level 23
65th Pyre 124th year of Ascendancy at 17:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Solaire the Skeleton Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 11:49 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Solaire the Skeleton Sun Paladin level 29
24th Dusk 124th year of Ascendancy at 03:42 see stats
Log
High Sun Paladin Aeryn casts Providence.
Solaire's sun path area effect hits Argoniel for 451 light damage.
High Sun Paladin Aeryn is free from the acid.
High Sun Paladin Aeryn is no longer attracting creatures.
Argoniel damages herself through Martyrdom!
Lightburn from Solaire hits Argoniel for 91 light damage.
High Sun Paladin Aeryn hits Argoniel for 1 acid damage.
High Sun Paladin Aeryn receives 21 healing from Shield of Light.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 21 acid damage.
Solaire casts Wave of Power.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Solaire hits Argoniel for 315 light damage.
Solaire killed Argoniel!
Acid Splash from Argoniel hits Solaire for 0 acid damage.
High Sun Paladin Aeryn casts Bathe in Light.
A shield forms around High Sun Paladin Aeryn.
A shield forms around Solaire.
High Sun Paladin Aeryn receives 87 healing from High Sun Paladin Aeryn's healing light area effect.
Solaire receives 133 healing from High Sun Paladin Aeryn's healing light area effect.
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: This is how the world ends: swallowed in fire, but not in darkness. (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.
















































































































































































