











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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:
Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Anorithil |
| Level / Exp | 50 / 2273% |
| Size | medium |
| Lifes / Deaths | Killed by Betholenn the deformed cave bear at level 15 on the 3rd Flare 122nd year of Ascendancy at 15:10 1 / 6Killed by Near the quasit squad leader at level 30 on the 80th Haze 122nd year of Ascendancy at 14:38 Killed by Elzim the onilug at level 30 on the 1st Decay 122nd year of Ascendancy at 11:18 Killed by Islesevena the bone giant at level 31 on the 7th Decay 122nd year of Ascendancy at 19:51 Killed by Atamathon the Giant Golem at level 50 on the 77th Regrowth 124th year of Ascendancy at 18:05 Killed by Atamathon the Giant Golem at level 50 on the 77th Regrowth 124th year of Ascendancy at 19:55 |
Primary Stats
| Strength | 29 (base 14) |
| Dexterity | 48 (base 36) |
| Constitution | 66 (base 60) |
| Magic | 141 (base 62) |
| Willpower | 44 (base 13) |
| Cunning | 106 (base 66) |
Resources
| Negative | 142/162 |
| Life | 1409/1409 |
| Positive | 167/167 |
| Paradox | 300 |
| Steam | 100/100 |
| Healing Factor | 1.5488369623246 |
| Regeneration | 32.912785449398 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +952.2159625331% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1001 |
| Infravision | 24 |
| See Stealth | 31.511625173918 |
| See Invisible | 61.511625173918 |
| Stealth | 29.934122195947 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 43 |
| Crit Chance | 58% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 43 |
| Crit Chance | 71% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 84 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +54% |
| Blight | +40% |
| Arcane | +40% |
| Cold | +36% |
| All | +25% |
| Lightning | +34% |
| Light | +145% |
| Temporal | +68% |
| Physical | +75% |
| Darkness | +140% |
| Fire | +49% |
| Mind | +42% |
Offense: Damage Penetration
| Arcane | +35% |
| Lightning | +50% |
| Mind | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 11 (48.304188961773%) |
| Defense | 94 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 63 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 68%( 70%) |
| Arcane | + 58%( 70%) |
| Cold | + 70%( 70%) |
| All | + 53%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 80%( 80%) |
| Temporal | + 58%( 70%) |
| Mind | + 60%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Poison Resistance | 70% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Silence Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: 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 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 360 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 642% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Star fury | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hymn Nocturnalist |
| talent | Hymn of Detection |
| talent | Corona |
| talent | Contingency |
| talent | Chant of Resistance |
| beneficial effect | The target is out of phase with reality, increasing defense by 16, resist all by 16%, and reducing the duration of detrimental timed effects by 0%. Out of PhaseThese effects cap at 40%. |
| beneficial effect | The target is surrounded by a magical shield, absorbing 322/731 damage before it crumbles. Damage Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Maximum life increased by 106. Sanguine Infusion |
| beneficial effect | The target assumes the form of a dĂșathedlen. Corruption of the Doomed |
| beneficial effect | Moving at extreme speed (952% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Silorialaith the grave wight. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 481. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 | Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc 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. |
| Light source | DĂșathedlen Heart 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+4 eff.) Melee+ 20 darkness Dmg.mod +25% darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1005 Infravis +17 See.Invis +10 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | Gloryda the Douridol (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +7 Mag +7 Wil +10 Cun dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +13% temporal +12% darkness +10% physical +3% mind +15% light Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Defense +3 (+0 eff.) Resists +8% lightning +8% temporal +22% darkness +7% fire +7% nature +7% acid +7% blight +7% cold +7% light Mind.save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 4.2 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 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." |
| On fingers | Salotta the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +11% cold Res.pen +5% mind ----- def ----- Resists +9% darkness +9% blight +34% cold +5% arcane +3% light Rings make your fingers look great! |
| On fingers | stralite ring 'Ivatha'0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +14% mind +14% acid ----- def ----- Defense +15 (+3 eff.) Resists +28% acid +3% temporal +6% darkness +6% cold +14% mind Max.HP +20.00 HP.reg +5.00 Stun/Frz- +31% Rings make your fingers look great! |
| Around neck | Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+1 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
| In main hand | Cracklewend the dragonbone starstaff (30-36 power, 6 apr, light element) 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +19% Phys.pwr +11 (+6 eff.) Spell.pwr +36 (+7 eff.) Dmg.mod +9% lightning +30% temporal +30% darkness +30% physical +15% arcane +30% light Res.pen +10% arcane Acc +8 (+3 eff.) Melee Ret 4 arcane ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Urarekalthorek the Dayfiend 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +27% light Apr +3 On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Defense +10 (+2 eff.) Resists +6% lightning Mind.save +11 (+4 eff.) Proj.slow +25% Max.HP +60.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In off hand | Life Drinker (42-55 power, 11 apr) 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% On Hit: * flashes light on your target dealing 92 damage While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Crit.mult +15.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 35.79 acid and 32.53 blight damage. If not cleared after five turns it will inflict 184.71 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
| Cloak | Aeramina the elven-silk cloak (13 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag +14 Wil +5 Cun dps ---------- Spell.crit +13% Mind.crit +8% ----- def ----- Defense +13 (+2 eff.) Resists +30% lightning +5% arcane +9% nature Phys.save +9 (+3 eff.) Max.HP +60.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blazenigh the elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.pwr +17 (+3 eff.) Dmg.mod +24% light +18% all Res.pen +25% lightning Melee Ret 2 lightning ----- def ----- Resists +16% blight +18% lightning +36% light +15% all Max.HP +77.00 HP.reg +16.00 Heal.mod +19% Poison- +70% Disease- +70% Cut- +70% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 98.23 physical damage and 140.33 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 136; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 140; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 210; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 805 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (326.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 547.68 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. |
acid wave rune of the sneak (damage 408; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 408.41 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 270; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 269.81 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
blink rune (range 3; phase 11; cd 13)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 165; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 165 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 384; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 384 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 43; blocks 8; dur 4; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 8 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Ce'Nalaith0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag +3 Cun +7 Con dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Phys.save +7 (+2 eff.) Max.HP +46.00 HP.reg +2.00 ---------- misc Light +3 Infravis +1 Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Galochak the gold amulet0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Crit.mult +25.00% Spell.pwr +7 (+1 eff.) Dmg.mod +5% blight +7% fire Acc +5 (+2 eff.) Apr +12 ----- def ----- Resists +9% acid Mind.save +3 (+1 eff.) Heal.mod +15% Amulets make your neck look great! |
Gilethra0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag +1 Wil +4 Cun dps ---------- Spell.crit +6% Crit.mult +15.00% Spell.pwr +4 (+0 eff.) Dmg.mod +5% light +5% temporal +6% darkness +5% physical ----- def ----- Armour +5 Defense +6 (+1 eff.) Res.Cap +4% all Phys.save +12 (+4 eff.) ---------- misc Mana/s.crit +1.00 Amulets make your neck look great! |
Layima the Blazehack0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +6 Mag dps ---------- Dmg.mod +24% fire Res.pen +15% acid +20% physical +31% blight Melee Ret 8 arcane ----- def ----- Phys.save +9 (+3 eff.) Die.at -60.00 life ---------- misc Stam/turn +3.69 Masteries +0.36 Celestial/Sunlight +0.36 Wild-gift/Harmony Amulets make your neck look great! |
Lisann0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Mag +2 Wil +3 Cun dps ---------- Mind.crit +1% Melee+ 11 light 13 darkness Dmg.mod +12% light +15% darkness On Melee Ret: * 14% chance to reduce damage dealt by 23% * 15% chance to blind ----- def ----- Armour +7 Defense +12 (+2 eff.) Res.Cap +4% all Phys.save +25 (+8 eff.) ---------- misc Max.hate +10.00 Masteries +0.39 Celestial/Twilight Amulets make your neck look great! |
Unrogadin the Demonglory0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% mind Res.pen +5% darkness Melee Ret 8 physical ----- def ----- Armour +2 Die.at -20.00 life Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zeryromirain0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) ----- def ----- Defense +30 (+6 eff.) Heal.mod +15% Cut- +60% ---------- misc Stam/turn +1.00 Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 310 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
gold amulet 'Ivisethra'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Spell.crit +3% S.pwr/crit +10 Dmg.mod +9% blight Res.pen +25% arcane Melee Ret 6 mind ----- def ----- Resists +16% light +15% darkness Blind- +34% ---------- misc Max.mana +100.00 Amulets make your neck look great! |
Amegabers0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Armour +2 Max.HP +22.00 Poison- +10% Disarm- +40% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
Cyrerin the voratun ring0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +37% blight +18% arcane Res.pen +25% arcane ----- def ----- Resists +19% blight +9% cold +12% light Spell.save +12 (+3 eff.) Blind- +20% Silence- +20% Teleport- +20% Rings make your fingers look great! |
Emelirarin the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +14 Dex +3 Mag +5 Wil dps ---------- Dmg.mod +17% physical ----- def ----- Resists +17% physical ---------- misc Infravis +3 See.Invis +9 Rings make your fingers look great! |
Festerpython0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Cun +9 Dex dps ---------- Dmg.mod +18% blight +9% light +3% acid Res.pen +15% nature +5% light Acc +13 (+5 eff.) On Hit (Melee): * 24% chance to slow global speed by 55% ----- def ----- Resists +23% acid +26% fire +18% blight +26% cold +3% nature +26% lightning Rings make your fingers look great! |
Growthlady0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +27% acid +16% cold +30% arcane On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +12% temporal +32% cold Rings make your fingers look great! |
Gyramima0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +9 Str +3 Dex dps ---------- Dmg.mod +15% blight Apr +4 ----- def ----- Armour +8 Mind.save +7 (+2 eff.) Die.at -60.00 life Confus- +32% Rings make your fingers look great! |
Layata the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +10 Wil +2 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +9% arcane Acc +15 (+5 eff.) Apr +21 ----- def ----- Defense +27 (+5 eff.) Mind.save +20 (+7 eff.) Max.HP +96.00 HP.reg +16.00 Heal.mod +18% ---------- misc Light +1 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Leloharatokath the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- S.pwr/crit +8 Res.pen +25% blight +10% arcane Melee Ret 8 arcane ----- def ----- Resists +5% physical Phys.save +16 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +15 (+5 eff.) Max.HP +60.00 Confus- +20% Stun/Frz- +20% ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Rings make your fingers look great! |
Mayelekira0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +4 Defense +20 (+4 eff.) Resists +18% blight Die.at -60.00 life Max.HP +100.00 HP.reg +19.00 Heal.mod +20% Disease- +20% ---------- misc Max.vim +30.00 Rings make your fingers look great! |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Poraleta the Nimbussnake0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +8 Mag +7 Wil +8 Con dps ---------- Phys.pwr +15 (+7 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning Res.pen +20% arcane Melee Ret 4 blight ----- def ----- Resists +9% lightning Silence- +37% ---------- misc Mana/turn +0.34 Rings make your fingers look great! |
Squalorrace0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Cun +5 Str dps ---------- Crit.mult +15.00% Dmg.mod +12% nature Res.pen +10% nature +15% mind ----- def ----- Armour +10 Resists +20% nature Crit.chn- 15.00% ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
Ulisus0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% blight ----- def ----- Resists +4% physical Mind.save +8 (+3 eff.) Max.HP +100.00 Blind- +20% Poison- +20% Disarm- +20% Confus- +29% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.83 cold and 24.23 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 360.66 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zomandur0.1 T5 ring jewelry [Rare] Master While equipped: Stats +16 Dex +5 Cun +10 Con dps ---------- Mind.crit +7% Crit.mult +10.00% Dmg.mod +15% mind ----- def ----- Armour +12 Resists +6% arcane Spell.save +20 (+5 eff.) ---------- misc Max.stam +40.00 Rings make your fingers look great! |
sneakthief's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+3 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +25% Rings make your fingers look great! |
solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Max.HP +69.00 HP.reg +9.00 Heal.mod +16% Rings make your fingers look great! |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
Eilinuba the iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature +4 arcane On Hit: * 10% chance to reduce strength, dexterity, and constitution by 35 While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Sharp, short and deadly. |
Poltergeist's Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Armour +2 Resists +10% blight +10% fire +2% all ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Poltergeist's Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Armour +2 Resists +10% darkness +2% all Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 487.32 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
dwarven-steel dagger 'Dazzleoracle' (24-32 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 24.5 - 31.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Spell.pwr +30 (+6 eff.) S.pwr/crit +8 ----- def ----- Resists +15% light Spell.save +9 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
steel dagger 'Unlightquell' (20-26 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Resists +5% arcane Phys.save +6 (+2 eff.) Die.at -60.00 life Max.HP +100.00 Stun/Frz- +20% Sharp, short and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Ravennaught the dragonbone starstaff (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +17% Crit.mult +16.00% Spell.pwr +22 (+4 eff.) S.pwr/crit +10 Dmg.mod +9% darkness +30% temporal Res.pen +5% darkness +5% arcane Melee Ret 6 arcane ----- def ----- Resists +5% arcane +6% darkness HP.reg +0.80 Heal.mod +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
drakeskin leather belt 'Infernotrial'1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +6.0% Crit.mult +13.00% Phys.pwr +6 (+3 eff.) Res.pen +20% arcane +25% mind Melee Ret 2 fire ----- def ----- Resists +14% darkness +5% arcane +11% light Anom.red +18 Max.HP +130.00 ---------- misc Max.mana +73.00 Max.stam +57.00 Max.hate +19.00 Max.psi +33.00 Max.vim +40.00 Max.P.En +34.00 Max.N.En +40.00 A belt that goes around your waist. |
Porodhewen (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +6% Melee Ret 10 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Defense +2 (+0 eff.) Resists +6% temporal +6% mind +6% darkness Max.HP +80.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+7 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Flamebringer the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil +3 Cun +2 Con dps ---------- Res.pen +20% fire ----- def ----- Armour +4 Fatigue +3% Resists +9% blight +6% nature +21% acid Phys.save +19 (+6 eff.) Mind.save +15 (+5 eff.) Max.HP +40.00 Heal.mod +20% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +6% Pinning- +575% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 4.5 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 20.92 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 111.57 lightning and 145.70 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Starpain (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Con dps ---------- Mov.spd +20% Dmg.mod +9% arcane Res.pen +20% lightning ----- def ----- Armour +5 Fatigue -18% Resists +15% light +5% arcane Phys.save +24 (+8 eff.) Mind.save +14 (+5 eff.) Max.HP +115.00 ---------- misc Stam/turn +1.40 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
steady drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master/Psionic While equipped: dps ---------- Phys.crit +11.0% Spell.crit +14% Mind.crit +8% Crit.mult +9.00% Acc +6 (+2 eff.) ----- def ----- Armour +3 Phys.save +5 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Korofang' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Spell.crit +1% S.pwr/crit +8 Melee+ 5 nature 5 cold Dmg.mod +4% nature +4% cold Res.pen +5% blight ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +7% cold HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1737 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc 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 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 3). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 353.21 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
dwarven lantern 'Chalumas'1.0 T5 lite [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ----- def ----- Resists +12% lightning +22% darkness +14% blight +3% fire +3% nature +5% arcane Phys.save +13 (+4 eff.) Max.HP +60.00 Heal.mod +25% ---------- misc Light +5 Infravis +6 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 46 blight damage or heals 49 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Loamarc'1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +2 Dex +3 Mag +5 Wil +4 Cun +4 Con dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +8 (+4 eff.) Res.pen +13% all Apr +9 ----- def ----- Resists +14% blight +9% nature HP.reg +14.00 ---------- misc Light +7 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
18 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 955.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
voratun white light emitter0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% light ---------- misc Light +5 See.Stealth +10 Tinkers can be attached to normal items to improve them with steam power! |
Fulakalthogorn the Duathelstinger [power 350] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +27% darkness +6% arcane Res.pen +5% arcane ----- def ----- Resists +5% arcane Heal yourself and all friendly characters within 10 spaces for 350 Puts all charms on 15 cooldown 100% to heal for 47. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
9 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By CirclesHowDoTheyWork the Doomelf Anorithil level 38
10th Dusk 123rd year of Ascendancy at 16:20 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By CirclesHowDoTheyWork the Doomelf Anorithil level 27
34th Haze 122nd year of Ascendancy at 03:52 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By CirclesHowDoTheyWork the Doomelf Anorithil level 38
9th Dusk 123rd year of Ascendancy at 01:10 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By CirclesHowDoTheyWork the Doomelf Anorithil level 47
48th Haze 123rd year of Ascendancy at 06:09 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By CirclesHowDoTheyWork the Doomelf Anorithil level 44
41st Dusk 123rd year of Ascendancy at 20:16 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By CirclesHowDoTheyWork the Doomelf Anorithil level 41
21st Dusk 123rd year of Ascendancy at 21:21 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By CirclesHowDoTheyWork the Doomelf Anorithil level 50
53rd Regrowth 124th year of Ascendancy at 04:28 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By CirclesHowDoTheyWork the Doomelf Anorithil level 21
57th Dusk 122nd year of Ascendancy at 17:05 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By CirclesHowDoTheyWork the Doomelf Anorithil level 40
17th Dusk 123rd year of Ascendancy at 13:54 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By CirclesHowDoTheyWork the Doomelf Anorithil level 32
11st Regrowth 123rd year of Ascendancy at 11:23 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By CirclesHowDoTheyWork the Doomelf Anorithil level 50
53rd Regrowth 124th year of Ascendancy at 18:34 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By CirclesHowDoTheyWork the Doomelf Anorithil level 23
64th Dusk 122nd year of Ascendancy at 16:36 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By CirclesHowDoTheyWork the Doomelf Anorithil level 35
10th Mirth 123rd year of Ascendancy at 10:48 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By CirclesHowDoTheyWork the Doomelf Anorithil level 31
1st Regrowth 123rd year of Ascendancy at 14:30 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By CirclesHowDoTheyWork the Doomelf Anorithil level 50
46th Regrowth 124th year of Ascendancy at 04:48 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By CirclesHowDoTheyWork the Doomelf Anorithil level 6
77th Pyre 122nd year of Ascendancy at 15:25 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By CirclesHowDoTheyWork the Doomelf Anorithil level 27
34th Haze 122nd year of Ascendancy at 03:15 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By CirclesHowDoTheyWork the Doomelf Anorithil level 10
7th Mirth 122nd year of Ascendancy at 00:51 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By CirclesHowDoTheyWork the Doomelf Anorithil level 20
16th Dusk 122nd year of Ascendancy at 18:13 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By CirclesHowDoTheyWork the Doomelf Anorithil level 30
79th Haze 122nd year of Ascendancy at 12:43 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By CirclesHowDoTheyWork the Doomelf Anorithil level 40
16th Dusk 123rd year of Ascendancy at 03:18 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By CirclesHowDoTheyWork the Doomelf Anorithil level 50
1st Allure 124th year of Ascendancy at 02:55 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By CirclesHowDoTheyWork the Doomelf Anorithil level 31
4th Decay 122nd year of Ascendancy at 08:12 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By CirclesHowDoTheyWork the Doomelf Anorithil level 50
42nd Regrowth 124th year of Ascendancy at 13:35 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By CirclesHowDoTheyWork the Doomelf Anorithil level 20
33rd Dusk 122nd year of Ascendancy at 01:48 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By CirclesHowDoTheyWork the Doomelf Anorithil level 50
2nd Allure 124th year of Ascendancy at 20:02 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By CirclesHowDoTheyWork the Doomelf Anorithil level 39
16th Dusk 123rd year of Ascendancy at 03:18 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By CirclesHowDoTheyWork the Doomelf Anorithil level 38
8th Dusk 123rd year of Ascendancy at 01:50 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By CirclesHowDoTheyWork the Doomelf Anorithil level 20
44th Dusk 122nd year of Ascendancy at 09:13 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By CirclesHowDoTheyWork the Doomelf Anorithil level 40
18th Dusk 123rd year of Ascendancy at 00:04 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By CirclesHowDoTheyWork the Doomelf Anorithil level 50
53rd Regrowth 124th year of Ascendancy at 18:32 see stats
Take you with me (Nightmare (Adventure) difficulty)
Killed a boss while already dead.By CirclesHowDoTheyWork the Doomelf Anorithil level 30
80th Haze 122nd year of Ascendancy at 14:38 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By CirclesHowDoTheyWork the Doomelf Anorithil level 27
34th Haze 122nd year of Ascendancy at 03:52 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By CirclesHowDoTheyWork the Doomelf Anorithil level 11
8th Mirth 122nd year of Ascendancy at 14:00 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By CirclesHowDoTheyWork the Doomelf Anorithil level 27
34th Haze 122nd year of Ascendancy at 03:52 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By CirclesHowDoTheyWork the Doomelf Anorithil level 32
40th Regrowth 123rd year of Ascendancy at 05:06 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By CirclesHowDoTheyWork the Doomelf Anorithil level 50
53rd Regrowth 124th year of Ascendancy at 18:34 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By CirclesHowDoTheyWork the Doomelf Anorithil level 48
78th Haze 123rd year of Ascendancy at 00:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By CirclesHowDoTheyWork the Doomelf Anorithil level 15
8th Flare 122nd year of Ascendancy at 21:53 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By CirclesHowDoTheyWork the Doomelf Anorithil level 44
58th Dusk 123rd year of Ascendancy at 12:13 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By CirclesHowDoTheyWork the Doomelf Anorithil level 21
57th Dusk 122nd year of Ascendancy at 21:32 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By CirclesHowDoTheyWork the Doomelf Anorithil level 15
2nd Dusk 122nd year of Ascendancy at 08:17 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By CirclesHowDoTheyWork the Doomelf Anorithil level 37
7th Dusk 123rd year of Ascendancy at 16:13 see stats
Log
The shield around Atamathon the Giant Golem crumbles.
Your corruption explodes around Atamathon the Giant Golem!
Atamathon the Giant Golem shrugs off the effect 'Silenced'!
Atamathon the Giant Golem is knocked back!
Atamathon the Giant Golem resists the knockback!
Atamathon the Giant Golem shrugs off the effect 'Silenced'!
Atamathon the Giant Golem is knocked back!
Atamathon the Giant Golem resists the knockback!
Atamathon the Giant Golem reflects damage back to CirclesHowDoTheyWork!
Atamathon the Giant Golem hits CirclesHowDoTheyWork for (14 absorbed), 0 darkness, (28 absorbed), 0 darkness, (21 absorbed), 0 light, (13 absorbed), 0 light, (20 absorbed), 0 darkness, (13 absorbed), 0 light, (20 absorbed), 0 darkness, (30 absorbed), 0 darkness, (21 absorbed), 0 light, (13 absorbed), 0 light, (20 absorbed), 0 darkness, (13 absorbed), 0 light, (20 absorbed), 0 darkness (0 total damage).
CirclesHowDoTheyWork's sanctity area effect hits Atamathon the Giant Golem for 82 light damage.
Corruption of the Doomed hits Atamathon the Giant Golem for 36 darkness damage.
CirclesHowDoTheyWork's defensive darkness area effect hits Atamathon the Giant Golem for 80 darkness damage.
CirclesHowDoTheyWork's sanctity area effect hits Atamathon the Giant Golem for 82 light damage.
CirclesHowDoTheyWork's prismatic repulsion area effect hits Atamathon the Giant Golem for 53 light, 52 darkness, 53 light, 52 darkness (211 total damage).
CirclesHowDoTheyWork's defensive darkness area effect hits Atamathon the Giant Golem for (5 absorbed), 75 darkness (75 total damage).
CirclesHowDoTheyWork's prismatic repulsion area effect hits Atamathon the Giant Golem for 53 light, 52 darkness, 53 light, 52 darkness (211 total damage).
There is an exit to the worldmap here (press '' or right click to use).
You collect a new ingredient: lump of steel (1).
You gain 15.23 gold from the melting of Jetblood the steel waraxe (22-30 power, 3 apr).
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
CirclesHowDoTheyWork vanishes from sight.







































































































































































