











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Arcane Blade |
| Level / Exp | 50 / 2291% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 84 (base 39) |
| Dexterity | 116 (base 60) |
| Constitution | 23 (base 12) |
| Magic | 162 (base 66) |
| Willpower | 59 (base 12) |
| Cunning | 147 (base 61) |
Resources
| Life | 1608/1608 |
| Mana | 524/524 |
| Stamina | 330/330 |
| Equilibrium | 0 |
| Healing Factor | 1.2599022211822 |
| Regeneration | 35.642384345541 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +31.20512205326% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 52.045674442781 |
| See Invisible | 72.045674442781 |
Offense: Mainhand
| Damage | 271 |
| Accuracy | 91 |
| Crit Chance | 86% |
| APR | 60 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 107 |
| Crit Chance | 93% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +93% |
| Acid | +46% |
| Light | +30% |
| Lightning | +172% |
| Cold | +119% |
| Arcane | +100% |
| Fire | +107% |
| All | +15% |
Offense: Damage Penetration
| Acid | +30% |
| Physical | +40% |
| Lightning | +75% |
| Cold | +55% |
| Arcane | +55% |
| Fire | +55% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 29.634783304685 (35.65183292883%) |
| Defense | 94 |
| Ranged Defense | 102 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 46 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 51%( 70%) |
| Cold | + 56%( 70%) |
| All | + 34%( 70%) |
| Darkness | + 46%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 63%( 70%) |
| Physical | + 64%( 70%) |
| Fire | + 45%( 70%) |
| Lightning | + 53%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 66% |
| Silence Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1614 damage for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 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 364 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 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: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 4 turns and blocking 296 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1035% 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 Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Arcane Combat |
| talent | Precise Strikes |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Defensive Posture |
| talent | Shielding |
| talent | Stone Skin |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
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 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Bethena the vampire. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Porath the giant red ant. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Iviwyn the snow giant. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. 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 foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 330 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | Tempestnight the dwarven lantern1.0 Encumbrance T5 lite [Rare] Nature While equipped: offense ------ Mindpower +15 (+4 eff.) Damage +30% lightning defense ------ Defense +15 (+3 eff.) Resistance +15% temporal Life +79.00 Life Regen +4.04 other ------- Psi when Hit +0.12 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat 'Shocktorrent' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mind Crit +4% Mindpower +19 (+5 eff.) Damage +9% lightning Ignore resists +20% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
| Tool | Cracklehash [power 392] (9 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% lightning +6% acid When Hit 6 acid defense ------ Resistance +9% lightning +9% acid Heal yourself and all friendly characters within 10 spaces for 392 Puts all charms on 9 turn cooldown 100% to reduce fatigue by 31% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Falakath'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Mag +6 Wil +4 Cun offense ------ Spellpower +15 (+3 eff.) defense ------ Physical save +6 (+2 eff.) Mind save +3 (+1 eff.) Life +102.00 Life Regen +16.00 Healmod +15% Disarm Resist +66% Pinning Resist +40% Stun Resist +20% Knockbk Resist +44% Rings make your fingers look great! |
| On fingers | Cindersin the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +9 Cun +12 Dex offense ------ Physical Power +30 (+5 eff.) Spellpower +20 (+3 eff.) Mindpower +13 (+4 eff.) Damage +8% all Ignore resists +15% physical Accuracy +20 (+4 eff.) When Hit 10 fire defense ------ Defense +10 (+2 eff.) Resistance +3% blight Physical save +9 (+3 eff.) Life Regen +8.00 Stun Resist +46% Rings make your fingers look great! |
| Around waist | drakeskin leather belt 'Filthquell'1.0 Encumbrance T5 belt armor [Rare] Arcane While equipped: Stats +11 Mag +11 Wil +2 Con offense ------ Spell Crit +5% Critical power +21.07% Physical Power +20 (+4 eff.) Spellpower +25 (+4 eff.) Ignore Shields +20% When Hit 11 temporal On-Hit (Melee): * 21% chance to slow global speed by 66% defense ------ Resistance +9% temporal other ------- Mana/turn +0.28 A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+8 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 120 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | Emelavena the Lustremortal (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Physical Crit +20.0% Spell Crit +11% Mind Crit +8% Critical power +13.00% Physical Power +20 (+4 eff.) On-Hit 15 lightning Damage +15% light +7% lightning Ignore resists +5% acid On-Hit (Melee): * 20% chance to reduce armor by 52% defense ------ Armor +3 Resistance +3% light +9% lightning Unarmed combat: Weapon Damage 155% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On-crit, radius 2 +14 lightning On Hit: 10% Lightning Breath level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Faluneg (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Str +7 Mag +7 Wil offense ------ Damage +30% lightning +78% physical +22% fire +44% cold +25% acid Accuracy +20 (+4 eff.) defense ------ Resistance +10% lightning +46% physical +17% fire +33% cold +18% acid +15% all Physical save +9 (+3 eff.) other ------- Stamina/turn +3.16 EQ when Hit +0.04 Max stamina +30.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Toresin the Firenigh (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +7 Dex +1 Mag +3 Cun +3 Con offense ------ When Hit 4 fire defense ------ Defense +2 (+0 eff.) Resistance +18% darkness +19% temporal Physical save +8 (+2 eff.) Life +75.00 Out-of-Phase Defense +18 Out-of-Phase Resistance +12% Out-of-Phase Resilience +21% other ------- Light +3 Infravision +3 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Vox0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
Inventory
healing infusion of the wizard (heal 430; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 430 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Elixir of Invulnerability2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
stormshield rune (threshold 83; blocks 6; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Tome of Wildfire0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Arthykalthorand the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex offense ------ Mindpower +15 (+4 eff.) Spellpower/crit +2 When Hit 6 mind defense ------ Resistance +18% mind Blind Resist +33% Confus Resist +44% other ------- EQ when Hit +0.12 Infravision +5 Sight +2 See Invisibility +8 Amulets make your neck look great! |
Daneth's Neckguard =6 con=2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical other ------- Masteries +0.00(-) Technique/Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +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. |
Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +25 Con offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all defense ------ Defense +8 (+1 eff.) Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Amulets make your neck look great! |
Limmir's Amulet of the Moon0.1 Encumbrance T2 amulet jewelry [Unique] While equipped: offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all defense ------ Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Amulets make your neck look great! |
clarifying copper amulet of constitution (+3) =3 con=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% mind Confus Resist +23% Amulets make your neck look great! |
copper amulet 'Gorador'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex offense ------ Physical Power +5 (+1 eff.) defense ------ Resistance +3% fire +6% darkness +3% cold Unlife -80.00 life Amulets make your neck look great! |
gold amulet 'Falesayon'0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +7 Cun +6 Con offense ------ Spell Crit +1% Critical power +20.00% Move Speed +10% Ignore resists +5% arcane Accuracy +7 (+2 eff.) Ignore Armor +13 When Hit 4 arcane defense ------ Fatigue -7% Resistance +18% cold +6% temporal +21% fire Life Regen +3.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +1.10 Amulets make your neck look great! |
gold amulet of strength (+5) =5 str=0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Str Amulets make your neck look great! |
voratun amulet 'Purevault'0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +13 Mag offense ------ Spellpower/crit +5 Damage +18% nature When Hit 6 lightning defense ------ Resistance +15% temporal +9% nature +5% arcane Pinning Resist +50% Knockbk Resist +50% other ------- Mana/turn +0.49 Max mana +60.00 Amulets make your neck look great! |
Balehell0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +18 Mag +13 Wil offense ------ Physical Power +13 (+3 eff.) Spellpower +53 (+9 eff.) Mindpower +13 (+4 eff.) Damage +7% all Ignore resists +15% acid defense ------ Resistance +6% acid other ------- Max mana +40.00 Max psi +30.00 Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Garitha the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +4% Critical power +22.89% Physical Power +25 (+5 eff.) Accuracy +42 (+9 eff.) Ignore Armor +25 defense ------ Defense +17 (+3 eff.) Unlife -91.56 life other ------- Stamina/turn +3.43 EQ when Hit +0.12 Psi when Hit +0.16 Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Inertial Twine =4 str=0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Vargh Redemption =6 con=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 34.52 cold and 30.42 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil +10 Cun offense ------ Spellpower +15 (+3 eff.) On-Hit 35 physical On-Ranged-Hit 26 physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 37 other ------- Hate-on-crit +3.00 Max hate +15.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
copper citrine ring0.1 Encumbrance T1 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +20% mind +11% cold Ignore resists +10% mind defense ------ Resistance +11% mind +22% cold Mind save +6 (+2 eff.) other ------- Light +7 Infravision +4 Rings make your fingers look great! |
copper quartz ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
copper ring of the mountain (+12%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% physical defense ------ Resistance +12% physical Rings make your fingers look great! |
gold ring 'Ebonywolf'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Mag offense ------ Spellpower +30 (+5 eff.) Spellpower/crit +10 Ignore resists +25% darkness defense ------ Life Regen +4.00 Stun Resist +38% other ------- Vim-on-crit +2.00 Max vim +50.00 Rings make your fingers look great! |
steel Windborne Azurite ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +8 Cun +8 Dex offense ------ Move Speed +15% Damage +20% lightning defense ------ Resistance +14% acid +13% fire +16% lightning +11% cold Damage Avoidance +8% Affinity +20% lightning Rings make your fingers look great! |
steel quartz ring0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Life +53.00 Life Regen +8.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +9 (+2 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
voratun ring of luminosity0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +10 Mag offense ------ On-Hit 23 light On-Ranged-Hit 29 light Damage +19% light Rings make your fingers look great! |
warrior's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
Life Drinker (152% power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 152% Range: 1.0x-1.3x Uses 55% Mag, 35% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 24 out of 50/50. Range 6 Cooldown: 8 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 33.10 acid and 26.08 blight damage. If not cleared after five turns it will inflict 148.05 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 43% 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. |
slime-covered stralite greatmaul of enduring (166% power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Nature/Disrupt Weapon Damage 167% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: * 7% chance to slow global speed by 66% While equipped: Stats +13 Con +13 Wil defense ------ Life +87.00 Massive two-handed mauls. |
iron greatsword (109% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 109% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
keeper's dragonbone longbow of true flight4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: offense ------ Physical Crit +23.0% Damage +27% physical +33% temporal Ignore resists +15% physical +23% temporal Accuracy +21 (+5 eff.) other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
elemental voratun longsword of the mystic (153% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 157 acid damage (1/turn) While equipped: Stats +10 Mag +11 Wil offense ------ Spellpower +13 (+2 eff.) Damage +12% acid Ignore resists +30% acid Sharp, long, and deadly. |
truestriking voratun mace of ruin (157% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Master Weapon Damage 158% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +14.0% Critical power +31.00% Ignore resists +14% physical Accuracy +25 (+5 eff.) Ignore Armor +28 Blunt and deadly. |
Arthidorek the dragonbone vilestaff (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Wil offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% lightning Ignore resists +10% mind defense ------ Defense +25 (+5 eff.) Resistance +12% lightning +3% blight other ------- Light +12 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 1.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 174.80 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Breguchik the dragonbone magestaff (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Physical Crit +12.0% Spell Crit +5% Critical power +36.00% Spellpower +34 (+6 eff.) Spellpower/crit +16 On-Hit 45 arcane 30 fire Damage +30% lightning Ignore resists +10% arcane Ignore Shields +30% other ------- Max mana +220.00 See Invisibility +19 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dayfurnace the yew vilestaff (120% power, 4 apr, darkness element) =res pen=5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +15 (+3 eff.) Damage +20% darkness +12% light Ignore resists +20% lightning +15% light defense ------ Resistance +9% light other ------- Max mana +38.00 Max positive +10.00 Max negative +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Duvarig the dragonbone vilestaff (136% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Str +4 Cun +4 Con offense ------ Physical Crit +14.0% Spell Crit +14% Critical power +40.00% Spellpower +44 (+7 eff.) On-Hit 24 arcane 35 fire Damage +30% fire defense ------ Resistance +9% acid other ------- Vim-on-crit +6.00 Max mana +120.00 Max vim +40.00 See Invisibility +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Helathantir (151% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 151% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +20 Mag +20 Wil +17 Cun offense ------ Spell Crit +5% Spellpower +20 (+3 eff.) Spellpower/crit +10 Damage +41% lightning Ignore resists +20% lightning When Hit 2 acid defense ------ Armor +4 Resistance +9% light +3% acid Physical save +6 (+2 eff.) Life Regen +2.00 Disease Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Korovon the dragonbone starstaff (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +14.00% Spellpower +24 (+4 eff.) Damage +30% lightning +30% cold +30% arcane +30% fire Ignore resists +20% physical Accuracy +15 (+3 eff.) Ignore Armor +3 defense ------ Defense +14 (+2 eff.) other ------- Stamina/turn +3.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 1.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 174.80 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Lightningprophet (136% power, 6 apr, darkness element) =roll2=5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Wil +6 Con offense ------ Spell Crit +5% Spellpower +55 (+9 eff.) Spellpower/crit +9 Damage +30% darkness +9% lightning defense ------ Defense +13 (+2 eff.) Life Regen +1.90 Healmod +23% other ------- Mana-on-crit +2.00 Max vim +30.00 Light +5 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 172.35 to 206.82 darkness damage Puts all charms on 5 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Morningdeath (150% power, 6 apr, cold element) =roll=5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 150% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +1 Dex +2 Cun offense ------ Spell Crit +5% Spellpower +36 (+6 eff.) Damage +40% cold defense ------ Armor +11 Defense +11 (+2 eff.) Resistance +6% blight other ------- Mana/turn +0.60 Max positive +10.00 Max negative +10.00 Wards +3 cold Talents +5 Ward +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Poltergeist's Xanomina the dragonbone starstaff (136% power, 6 apr, physical element) =roll3=5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +10% Mind Crit +5% Spellpower +28 (+5 eff.) Spellpower/crit +2 Damage +30% physical +9% arcane +10% all defense ------ Resistance +15% physical Spell save +9 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.12 Max mana +40.00 Talents +1 Command Staff On Spell Hit: 10% Channel Staff level 3 Staves designed for wielders of magic, by the greats of the art. |
Silamina the elven-wood magestaff (129% power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +23% Critical power +61.00% Spellpower +21 (+4 eff.) On-Hit 24 fire Damage +6% blight +9% arcane +25% lightning Ignore resists +10% arcane defense ------ Resistance +6% acid Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- See Invisibility +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 100% Mag Damage Fire Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
bloodlich's dragonbone vilestaff of the prodigy (136% power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +21 Mag +14 Wil +21 Cun +7 Con offense ------ Spell Crit +5% Critical power +18.00% Spellpower +15 (+3 eff.) Spellpower/crit +8 Damage +30% blight other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +38.00 Max negative +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of channeling (136% power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +32 (+5 eff.) Damage +30% physical other ------- Mana/turn +0.41 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone vilestaff of channeling (136% power, 6 apr, acid element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +45 (+8 eff.) Damage +30% blight +30% fire +30% darkness +30% acid other ------- Mana/turn +0.52 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
voratun waraxe of rage (148% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +11 Str offense ------ Damage +13% physical Accuracy +25 (+5 eff.) One-handed war axes. |
Lightning Catcher =interesting?=1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Xanythra the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Mag +3 Con offense ------ Physical Crit +5.0% Critical power +10.00% Physical Power +35 (+6 eff.) defense ------ Defense +30 (+6 eff.) other ------- Mana-on-crit +2.00 A belt that goes around your waist. |
Lelublek the Flashjeer (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +4 Mag +4 Wil +6 Con offense ------ Damage +6% lightning When Hit 2 lightning 4 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +3 (+0 eff.) Resistance +12% temporal Physical save +13 (+4 eff.) Life +169.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardulen the Oakzephyr, (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +11 Wil +6 Cun offense ------ Spell Crit +8% Mind Crit +7% Damage +18% cold Ignore resists +25% nature defense ------ Defense +3 (+0 eff.) Resistance +6% cold +5% arcane +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour) =please no=2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+3 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+3 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Salymirithra (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +5 Mag +6 Wil offense ------ Spell Crit +5% Critical power +26.00% Spellpower +9 (+2 eff.) Spellpower/crit +6 Damage +13% arcane Ignore resists +15% arcane defense ------ Defense +3 (+0 eff.) Resistance +6% mind Crit Resistance 15.00% Spell save +15 (+5 eff.) Mind save +3 (+1 eff.) Life +100.00 Healmod +10% other ------- Max mana +236.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Prismfurnace' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Damage +6% light When Hit 8 light defense ------ Defense +3 (+0 eff.) Resistance +9% temporal Physical save +31 (+10 eff.) Mind save +13 (+5 eff.) Unlife -130.00 life Life +128.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal elven-silk cloak of the guardian (18 def, 9 armour)2.0 Encumbrance T5 cloak armor [Ego+] Master/Psionic While equipped: Stats +4 Wil defense ------ Armor +9 Defense +18 (+3 eff.) Physical save +19 (+6 eff.) Spell save +21 (+7 eff.) Mind save +39 (+13 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Defense +2 (+0 eff.) Resistance +11% darkness +15% temporal Spell save +8 (+3 eff.) Out-of-Phase Defense +19 Out-of-Phase Resistance +12% Out-of-Phase Resilience +22% other ------- Max mana +48.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
elven-silk robe 'Dimfurnace' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Mag +7 Wil +8 Con offense ------ Damage +3% acid +30% fire +15% nature +3% cold Ignore resists +15% darkness +5% acid When Hit 6 cold defense ------ Resistance +45% fire +9% darkness +15% all Poison Resist +50% Disease Resist +43% other ------- Mana/turn +0.32 Psi/turn +0.38 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of power (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Str +7 Mag +7 Wil offense ------ Spellpower +18 (+3 eff.) Damage +15% lightning +14% physical +18% cold +17% all defense ------ Resistance +9% lightning +8% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of the mind (+15%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: Stats +8 Str +8 Mag +8 Wil offense ------ Damage +26% lightning +25% physical +30% mind +25% cold defense ------ Resistance +15% lightning +13% cold +30% mind +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frigidbringer the pair of drakeskin leather boots (14 def, 9 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Dex offense ------ Physical Power +14 (+3 eff.) Spellpower +17 (+3 eff.) Mindpower +11 (+3 eff.) Damage +9% cold Ignore resists +5% cold Accuracy +30 (+6 eff.) defense ------ Armor +9 Defense +14 (+2 eff.) other ------- Stamina/turn +0.90 Max stamina +40.00 A pair of boots made of leather. |
Harudelar the Sleetkill (0 def, 3 armour) =big oop=2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +9% blight +9% arcane Ignore resists +15% temporal +16% darkness +15% cold When Hit 8 cold defense ------ Armor +3 Resistance +22% temporal +19% darkness +15% blight +15% cold +5% arcane Out-of-Phase Defense +18 Out-of-Phase Resistance +16% Out-of-Phase Resilience +21% A pair of boots made of leather. |
Strikepierce (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +4 Dex offense ------ Spellpower +15 (+3 eff.) Damage +12% lightning +12% cold Ignore resists +15% lightning defense ------ Armor +4 Fatigue +3% Resistance +6% lightning +3% cold Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of drakeskin leather boots of speed (0 def, 14 armour)2.0 Encumbrance T5 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +14 other ------- Infravision +3 A pair of boots made of leather. |
miner's pair of voratun boots of speed (0 def, 14 armour)3.0 Encumbrance T5 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +14 Fatigue +4% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of evasion (18 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: defense ------ Armor +5 Defense +18 (+3 eff.) Fatigue +4% Evasion: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of spellbinding (0 def, 5 armour) =undeterred=2.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: Stats +4 Mag defense ------ Armor +5 Silence Resist +49% Confus Resist +31% Stun Resist +46% other ------- Spell cooldown 10% A pair of boots made of leather. |
undeterred pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +28% Confus Resist +35% Stun Resist +23% A pair of boots made of leather. |
Chalurin the Hellsgrind (0 def, 1 armour) =oop=1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 7 temporal On-Ranged-Hit 6 temporal Damage +3% fire +4% temporal Ignore resists +10% mind When Hit 2 fire defense ------ Armor +1 Fatigue +1% Resistance +3% mind +6% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour) =interesting=1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Emelynor (0 def, 9 armour)1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +6 Cun offense ------ Damage +6% blight +6% temporal Ignore resists +10% blight When Hit 6 acid defense ------ Armor +9 Mind save +10 (+4 eff.) Life +80.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Unarmed combat: Weapon Damage 144% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 10% Battle Shout level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's dwarven-steel gauntlets of the iron hand (0 def, 2 armour) =6 str=1.5 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +6 Str +2 Dex +3 Wil +2 Cun +3 Con defense ------ Armor +2 Fatigue +3% Physical save +7 (+2 eff.) Disarm Resist +24% other ------- Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +12.0% Attack Speed 83% On Hit: 10% Disarm level 3 On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Emelonne' (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +5 Mag offense ------ Physical Crit +18.0% Spell Crit +13% Mind Crit +14% Critical power +7.00% Spellpower +15 (+3 eff.) On-Hit 10 acid 8 fire 4 lightning 5 cold Accuracy +25 (+5 eff.) defense ------ Armor +8 Fatigue +5% Mind save +13 (+5 eff.) Unlife -60.00 life Life +80.00 Unarmed combat: Weapon Damage 162% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +15 Critical Rate +19.0% Attack Speed 83% On-hit +16 ice +22 fire +14 lightning +29 acid On Hit: 10% Battle Shout level 5 On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Glosethra the elven-silk wizard hat (18 def, 0 armour) =ROLL=2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: offense ------ Spellpower +8 (+1 eff.) Damage +17% darkness Ignore resists +25% arcane defense ------ Defense +18 (+3 eff.) Resistance +25% darkness Shield Power +13% Life Regen +4.40 Healmod +10% other ------- Mana/turn +2.90 Mana when Hit +3.00 Mana-on-crit +2.00 Max mana +85.00 Manaflow: Puts all charms on 24 turn cooldown Effective talent level: 2.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 21 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
bladed hardened leather cap of might (0 def, 3 armour) =8 str=2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +8 Str +2 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 672.4 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
catburglar's voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +9 Dex defense ------ Armor +5 Fatigue +5% Resistance +24% darkness other ------- Infravision +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
clarifying elven-silk wizard hat of madness (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Psionic While equipped: Stats +19 Cun +10 Wil offense ------ Mind Crit +8% defense ------ Defense +3 (+0 eff.) Mind save +42 (+14 eff.) Hateful Whisper: Puts all charms on 9 turn cooldown Effective talent level: 4.0 Power cost 9 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 254 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
drakeskin leather cap of precognition (12 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +7 Cun offense ------ Accuracy +12 (+3 eff.) When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+2 eff.) Fatigue +5% A cap made of leather. |
elven-silk wizard hat 'Dairidukhad' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +17 Mag +6 Wil +8 Cun +8 Con offense ------ Spellpower +5 (+1 eff.) Damage +18% arcane When Hit 2 blight 4 temporal On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Defense +3 (+0 eff.) Resistance +6% blight +9% temporal Mind save +11 (+4 eff.) Arcane Eye: (Instant) Puts all charms on 6 turn cooldown Effective talent level: 5.0 Power cost 6 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat of balance (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego] Psionic While equipped: defense ------ Defense +3 (+0 eff.) other ------- EQ when Hit +2.80 Psi when Hit +2.90 Hate when Hit +2.30 A pointy cloth hat, very wizardly... |
hardened leather cap 'Mayelaith' (0 def, 3 armour) =waterbreathing=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str +7 Mag offense ------ Spell Crit +2% Physical Power +10 (+2 eff.) Damage +6% arcane Ignore resists +15% blight Accuracy +10 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +11% cold other ------- Stamina/turn +2.00 Breathe water A cap made of leather. |
iron helm 'Yvyta' (0 def, 3 armour) =3 con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +3% temporal Stun Resist +20% Knockbk Resist +10% Teleport Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +5 Str +8 Dex +9 Cun +9 Con defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
searing voratun mail armour of cold resistance (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Arcane/Master While equipped: offense ------ On-Hit 16 acid 23 fire When Hit 15 acid 16 fire defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +30% acid +30% fire +24% cold A suit of armour made of mail. |
impenetrable voratun plate armour of the dragon (0 def, 31 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Nature/Master While equipped: defense ------ Armor +31 Fatigue +22% Resistance +13% acid +15% physical +13% cold +15% lightning +11% fire Disarm Resist +39% Stun Resist +40% Knockbk Resist +40% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
windwalling voratun shield of winter (0 def, 10 armour, 211 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +12 Wil offense ------ On shield block: * Deals 217 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +10 Fatigue +8% Resistance +18% physical +20% cold Windwall +96 Slow Projectiles +40% other ------- Talents +1 Block Handheld deflection devices. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1307 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe of wreckage (dig speed 16 turns)3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +7 Str offense ------ Ignore Armor +9 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 16 turn cooldown Effective talent level: 3.0 Power cost 16 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance 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 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 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. |
9 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blindshear the dwarven lantern1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +3 Wil +7 Cun +3 Con offense ------ Damage +18% temporal Ignore resists +13% all Ignore Armor +13 When Hit 10 arcane On-Hit (Melee): * 21% chance to reduce damage dealt by 30% defense ------ Resistance +5% arcane +9% temporal Crit Resistance 15.00% other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Layata the Chargekarma1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Spellpower +20 (+3 eff.) Ignore resists +15% arcane +15% lightning When Hit 10 blight defense ------ Resistance +8% cold +8% temporal Out-of-Phase Defense +16 Out-of-Phase Resistance +15% Out-of-Phase Resilience +20% other ------- Mana/turn +0.12 Mana-on-crit +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Nerynne the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Master While equipped: offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Ignore resists +13% all Ignore Armor +11 defense ------ Resistance +27% blight +9% mind +6% nature +15% darkness Life +80.00 Blind Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +6 Infravision +5 See Invisibility +14 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 turn cooldown Effective talent level: 1.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 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 20 blight damage or heals 26 life. Creatures standing in the retch also have 9% 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. |
ethereal dwarven lantern of clarity0.0 Encumbrance T5 lite [Ego+] Arcane/Psionic While equipped: Stats +8 Mag offense ------ Spellpower +17 (+3 eff.) defense ------ Mind save +11 (+4 eff.) other ------- Light +7 See Stealth +25 See Invisibility +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's brass lantern of health2.0 Encumbrance T1 lite [Ego+] Nature/Master While equipped: defense ------ Life +40.00 Blind Resist +20% Confus Resist +12% other ------- Light +6 See Stealth +6 See Invisibility +5 Track: Puts all charms on 24 turn cooldown Effective talent level: 3.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
8 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elemental pouch of voratun shots of daylight (21/21, 166% power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego+] Arcane Weapon Damage 167% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +20 light Damage Against +30% Undead On Hit: * Create an explosion dealing 204 cold damage (1/turn) Shots are used with slings to pummel your foes to death. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful dragonbone wand of lightning storm [power 554] (9 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 301 lightning damage and will be dazed for 1 turn (1506 total damage) Puts all charms on 9 turn cooldown 100% to increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
15 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Marndo the Halfling Arcane Blade level 36
9th Mirth 123rd year of Ascendancy at 03:10 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Marndo the Halfling Arcane Blade level 50
52nd Pyre 124th year of Ascendancy at 22:16 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Marndo the Halfling Arcane Blade level 36
7th Mirth 123rd year of Ascendancy at 06:17 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Marndo the Halfling Arcane Blade level 41
2nd Dusk 123rd year of Ascendancy at 08:12 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Marndo the Halfling Arcane Blade level 39
7th Flare 123rd year of Ascendancy at 16:38 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Marndo the Halfling Arcane Blade level 10
44th Dusk 122nd year of Ascendancy at 16:34 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Marndo the Halfling Arcane Blade level 38
3rd Flare 123rd year of Ascendancy at 19:17 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Marndo the Halfling Arcane Blade level 33
42nd Pyre 123rd year of Ascendancy at 21:55 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Marndo the Halfling Arcane Blade level 50
2nd Dusk 124th year of Ascendancy at 01:30 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Marndo the Halfling Arcane Blade level 24
10th Allure 123rd year of Ascendancy at 16:07 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Marndo the Halfling Arcane Blade level 29
46th Regrowth 123rd year of Ascendancy at 20:58 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Marndo the Halfling Arcane Blade level 28
36th Regrowth 123rd year of Ascendancy at 18:48 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Marndo the Halfling Arcane Blade level 50
6th Flare 124th year of Ascendancy at 18:18 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Marndo the Halfling Arcane Blade level 50
49th Regrowth 124th year of Ascendancy at 02:08 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Marndo the Halfling Arcane Blade level 31
26th Pyre 123rd year of Ascendancy at 06:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Marndo the Halfling Arcane Blade level 10
1st Summertide 122nd year of Ascendancy at 05:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Marndo the Halfling Arcane Blade level 20
45th Haze 122nd year of Ascendancy at 01:17 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Marndo the Halfling Arcane Blade level 30
9th Pyre 123rd year of Ascendancy at 19:34 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Marndo the Halfling Arcane Blade level 40
8th Flare 123rd year of Ascendancy at 06:39 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Marndo the Halfling Arcane Blade level 50
80th Haze 123rd year of Ascendancy at 13:33 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Marndo the Halfling Arcane Blade level 50
52nd Pyre 124th year of Ascendancy at 06:28 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Marndo the Halfling Arcane Blade level 50
2nd Wintertide 124th year of Ascendancy at 13:56 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Marndo the Halfling Arcane Blade level 25
12nd Regrowth 123rd year of Ascendancy at 19:25 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Marndo the Halfling Arcane Blade level 50
4th Pyre 124th year of Ascendancy at 12:49 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Marndo the Halfling Arcane Blade level 28
44th Regrowth 123rd year of Ascendancy at 16:34 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Marndo the Halfling Arcane Blade level 16
11st Haze 122nd year of Ascendancy at 05:48 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Marndo the Halfling Arcane Blade level 39
3rd Flare 123rd year of Ascendancy at 23:22 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Marndo the Halfling Arcane Blade level 50
2nd Dusk 124th year of Ascendancy at 01:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Marndo the Halfling Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 13:19 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Marndo the Halfling Arcane Blade level 49
67th Haze 123rd year of Ascendancy at 11:03 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Marndo the Halfling Arcane Blade level 26
15th Regrowth 123rd year of Ascendancy at 21:51 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Marndo the Halfling Arcane Blade level 50
2nd Dusk 124th year of Ascendancy at 01:30 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Marndo the Halfling Arcane Blade level 37
1st Flare 123rd year of Ascendancy at 12:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Marndo the Halfling Arcane Blade level 7
5th Mirth 122nd year of Ascendancy at 22:33 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Marndo the Halfling Arcane Blade level 43
38th Dusk 123rd year of Ascendancy at 11:40 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Marndo the Halfling Arcane Blade level 26
32nd Regrowth 123rd year of Ascendancy at 17:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Marndo the Halfling Arcane Blade level 19
44th Haze 122nd year of Ascendancy at 08:21 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Marndo the Halfling Arcane Blade level 35
5th Mirth 123rd year of Ascendancy at 08:35 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 16 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Marndo picks up (I.): keeper's dragonbone longbow of true flight.
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: interesting terrain).
Marndo deactivates Stone Skin.
Resting starts...
Talent Stone Skin is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
Marndo activates Stone Skin.
The furious lightning storm around Marndo calms down and disappears.




















































































































































































