












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 50 / 1789% |
| Size | medium |
| Lifes / Deaths | Killed by SOLARIS, LUNARIS at level 20 on the 26th Dearth 122nd year of Ascendancy at 10:43 0 / 7Killed by Glorera the snow giant boulder thrower at level 24 on the 8th Iron 123rd year of Ascendancy at 22:02 Killed by Xadawyn the elven cultist at level 29 on the 14th Steel 123rd year of Ascendancy at 23:12 Killed by Mayuyaba the mean looking elven guard at level 29 on the 16th Steel 123rd year of Ascendancy at 11:13 Killed by Yvyldanne the Guardian at level 30 on the 17th Steel 123rd year of Ascendancy at 20:19 Killed by Cyrebremina the Caustic Terror at level 50 on the 25th Dearth 123rd year of Ascendancy at 02:09 Killed by Porybretha the orc grand summoner at level 50 on the 7th Shortage 123rd year of Ascendancy at 14:20 |
Primary Stats
| Strength | 41 (base 16) |
| Dexterity | 71 (base 45) |
| Constitution | 79 (base 60) |
| Magic | 125 (base 60) |
| Willpower | 53 (base 14) |
| Cunning | 113 (base 60) |
Resources
| Mana | 602/602 |
| Negative | 162/162 |
| Life | 2134/2134 |
| Positive | 167/167 |
| Steam | 100/100 |
| Healing Factor | 1.4168020097746 |
| Regeneration | 0.35420050244366 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
| See Stealth | 37.302229813624 |
| See Invisible | 45.302229813624 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 51 |
| Crit Chance | 60% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 51 |
| Crit Chance | 72% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 98 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +37% |
| Blight | +32% |
| Arcane | +65% |
| Cold | +44% |
| All | +7% |
| Darkness | +70% |
| Light | +42% |
| Temporal | +59% |
| Physical | +63% |
| Fire | +76% |
| Lightning | +44% |
Offense: Damage Penetration
| Temporal | +50% |
| Darkness | +60% |
| Arcane | +52% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 44.571428571429 (55.65183292883%) |
| Defense | 80 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 79 |
| Mental Save | 72 |
Defense: Resistances
| Acid | + 68%( 70%) |
| Blight | + 40%( 70%) |
| Cold | + 67%( 70%) |
| All | + 34%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 50%( 70%) |
| Fire | + 50%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Confusion Resistance | 20% |
| Silence Resistance | 50% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 927% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 192 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 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 725 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 583 life over 5 turns. 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 (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hymn Nocturnalist |
| talent | Corona |
| talent | Premonition |
| talent | Hymn of Detection |
| talent | Chant of Resistance |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)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 Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by orc necromancer. Escort: repented thief (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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 298. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | Isawe (0 def, 5 armour) 2.0 T5 feet armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +25 (+5 eff.) S.pwr/crit +6 Mov.spd +25% Dmg.mod +15% acid Res.pen +15% temporal ----- def ----- Armour +5 Resists +9% acid Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Mana/turn +0.24 A pair of boots made of leather. |
| Light source | dwarven lantern 'Xanyra'1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +4.0% Mind.crit +5% Crit.mult +20.00% Phys.pwr +9 (+3 eff.) Res.pen +10% arcane +10% temporal ----- def ----- Resists +9% temporal Spell.save +6 (+1 eff.) Mind.save +12 (+3 eff.) Max.HP +67.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.vim +10.00 Light +5 See.Stealth +13 See.Invis +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | thaloren dwarven-steel helm of fortune (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +12 Lck +3 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +4 Fatigue +4% Resists +9% blight Mind.save +7 (+2 eff.) Silence- +50% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Tarrerak the Treekin (0 def, 3 armour) 1.0 T4 hands armor [Rare] Master While equipped: Stats +21 Cun +9 Dex dps ---------- Spell.pwr +30 (+5 eff.) Dmg.mod +9% arcane Acc +10 (+3 eff.) Apr +15 On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Armour +3 Disarm- +100% ---------- misc Psi/ret +0.20 Vim/s.crit +2.00 Max.vim +30.00 Talents +5 Iron Grip Unarmed combat: Power 28.0 - 30.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +14 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Darkspawn the dragonbone wand of shielding [power 440] (20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% physical Res.pen +20% darkness Melee Ret 6 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 39 ----- def ----- Resists +9% acid Create a shield absorbing up to 440 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Melee+ 38 light Ranged+ 22 light Dmg.mod +17% light ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
| On fingers | Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 205.31 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
| Around neck | mindweaver's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +16.00% Spell.pwr +11 (+2 eff.) Mind.pwr +13 (+5 eff.) Dmg.mod +10% blight +14% fire ----- def ----- Mind.save +12 (+3 eff.) Confus- +20% Amulets make your neck look great! |
| In main hand | magewarrior's short dragonbone bonestaff of breaching (30-36 power, 6 apr, darkness element) 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +9% Phys.pwr +13 (+4 eff.) Spell.pwr +25 (+5 eff.) Dmg.mod +30% darkness Res.pen +15% darkness Acc +12 (+4 eff.) ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Jaw of Rogroth 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Proj.slow +25% ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In off hand | Life Drinker (42-55 power, 11 apr) 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% On Hit: * flashes light on your target dealing 107 damage While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Crit.mult +15.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 28.58 acid and 27.54 blight damage. If not cleared after five turns it will inflict 156.37 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. |
| Cloak | Xerogaba the elven-silk cloak (3 def, 10 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Con dps ---------- Spell.crit +10% Crit.mult +26.00% Spell.pwr +8 (+2 eff.) Dmg.mod +12% arcane Res.pen +17% arcane Melee Ret 4 arcane 8 blight ----- def ----- Armour +10 Defense +3 (+1 eff.) Resists +9% acid +25% cold +30% lightning Stun/Frz- +50% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +8 Str +8 Dex +15 Mag +15 Wil +15 Cun +8 Con dps ---------- Spell.crit +12% Spell.pwr +35 (+6 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
medical injector implant of the sneak (efficiency 228% / cooldown 65%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 228% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the duelist (speed 1017%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1017% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 961%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 961% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, fire, light, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 fire, 3 light, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 170; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 170 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune (range 100; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 100 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Prismdash0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +15% acid Melee Ret 2 temporal On Hit (Melee): * 10% chance to reduce armor by 49% ----- def ----- Fatigue -5% Resists +3% acid HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
copper amulet 'Aruldara'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +4 Mag +3 Cun dps ---------- Spell.crit +8% ---------- misc Vim/s.crit +2.00 Max.vim +20.00 Amulets make your neck look great! |
warrior's copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
stabilizing steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +23% Amulets make your neck look great! |
voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 14 light 14 darkness Dmg.mod +14% light +15% darkness On Melee Ret: * 12% chance to reduce damage dealt by 25% * 11% chance to blind Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Lightwedge0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid +6% light Res.pen +10% light On Hit (Melee): * 10% chance to reduce armor by 49% ----- def ----- Mind.save +6 (+1 eff.) Confus- +22% ---------- misc Light +3 Rings make your fingers look great! |
psionicist's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Mind.save +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Silence- +21% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+1 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +5 See.Invis +8 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.64 cold and 24.50 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring of clarity =Con+5=0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +25% Rings make your fingers look great! |
sneakthief's gold ring of darkness (+20%)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +10% darkness Acc +9 (+3 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tulukalthodas the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +16% acid +18% cold ----- def ----- Armour +4 Defense +12 (+3 eff.) Resists +32% acid +36% cold +6% light HP.reg +4.00 Poison- +20% Knockbk- +10% Rings make your fingers look great! |
Aerytira the Sparksweep0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +6% mind Res.pen +25% lightning Melee Ret 10 light 10 lightning ----- def ----- Resists +15% mind Max.HP +30.00 Disarm- +50% Pinning- +45% Knockbk- +42% Rings make your fingers look great! |
Mayigatira0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +5 Wil dps ---------- Dmg.mod +19% nature +15% physical Acc +30 (+8 eff.) ----- def ----- Defense +25 (+5 eff.) Resists +38% nature +20% blight Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
voratun fire opal ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +12 (+4 eff.) Dmg.mod +10% all Rings make your fingers look great! |
voratun ring 'Salukira'0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +3 Con dps ---------- Dmg.mod +24% temporal Res.pen +10% temporal Melee Ret 2 temporal ----- def ----- Armour +20 Spell.save +18 (+4 eff.) Blind- +50% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +21.00 Infravis +5 See.Stealth +25 See.Invis +25 Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Brenaromirin (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% Against +0% Undead +0% Demon +0% Horror While equipped: dps ---------- Spell.crit +24% Crit.mult +16.00% Spell.pwr +25 (+5 eff.) S.pwr/crit +8 Dmg.mod +30% darkness +3% arcane ----- def ----- Armour +12 Defense +9 (+2 eff.) Resists +6% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +3.00 Max.mana +40.00 Max.vim +25.00 Wards +3 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
ethereal dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+4 eff.) Dmg.mod +30% darkness Phasing +30% ----- def ----- Defense +25 (+5 eff.) Shield.pwr +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone starstaff of wizardry (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% Spell.pwr +18 (+3 eff.) Dmg.mod +30% darkness ---------- misc Max.mana +59.00 Talents +1 Command Staff On Spell Hit: 10% Chain Lightning 4 Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone vilestaff of warding (37-44 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +19 (+4 eff.) Dmg.mod +37% darkness ----- def ----- Armour +8 Defense +7 (+2 eff.) ---------- misc Wards +2 darkness Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of fate (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning ----- def ----- Phys.save +15 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +14 (+3 eff.) ---------- misc Mana/turn +0.40 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
voratun battleaxe (58-87 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Normal] Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Massive two-handed battleaxes. |
stormbringer's voratun longsword of torment (42-58 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +45 lightning +33 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +37% Res.pen +13% lightning +11% cold Sharp, long, and deadly. |
chilling voratun waraxe of massacre (53-74 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane/Master Power 53.0 - 74.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +22 cold One-handed war axes. |
voratun waraxe of enduring (38-54 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +12 Con +14 Wil ----- def ----- Max.HP +80.00 One-handed war axes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
honing living mindstar of clarity (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +7% physical Res.pen +9% physical ----- def ----- Resists +6% physical Mind.save +9 (+2 eff.) ---------- misc Max.psi +36.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
reinforced voratun steamsaw of torment (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Master/Psionic/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +108 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam When used to Attack: Block +95 While equipped: ----- def ----- Armour +17 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +15 Mag +0 Wil +0 Cun +0 Con dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+5 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+5 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
fearwoven elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Mind.crit +4% Spell.pwr +20 (+4 eff.) Mind.pwr +10 (+4 eff.) S.pwr/crit +7 Dmg.mod +30% darkness +24% physical Res.pen +19% darkness +20% physical ----- def ----- Resists +15% all Silence- +50% ---------- misc Max.hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of frost (+45%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +25% nature +30% cold ----- def ----- Resists +15% all +45% cold Poison- +50% Disease- +45% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fortifying voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +82.00 A suit of armour made of mail. |
fearforged voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Arcane While equipped: Stats +10 Con ----- def ----- Armour +16 Fatigue +34% Resists +15% fire -17% light +14% darkness Phys.save +9 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +8 (+2 eff.) A suit of armour made of metal plates. |
hardened leather belt 'Huranarirain'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil dps ---------- Phys.pwr +15 (+5 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +15% darkness Mind.save +7 (+2 eff.) Max.HP +81.00 A belt that goes around your waist. |
Bykan the drakeskin leather belt1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex +10 Wil +6 Cun +9 Lck ----- def ----- Defense +31 (+6 eff.) Mind.save +25 (+6 eff.) Stealth +15 Max.HP +206.00 ---------- misc T.Disarm +22 Infravis +6 A belt that goes around your waist. |
nightruned drakeskin leather belt of containment1.0 T5 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +11% light +14% darkness Anom.red +20 Max.HP +114.00 ---------- misc Max.mana +62.00 Max.stam +50.00 Max.hate +19.00 Max.psi +35.00 Max.vim +40.00 Max.P.En +36.00 Max.N.En +35.00 A belt that goes around your waist. |
Samyldil the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Cun +4 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% mind Res.pen +10% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 39 ----- def ----- Defense +2 (+1 eff.) Max.HP +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +6% Dmg.mod +13% darkness Res.pen +9% darkness ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 236.65 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Koruhell the Lightninggrinder (0 def, 14 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +9 Mag dps ---------- Crit.mult +10.00% Spell.pwr +8 (+2 eff.) Dmg.mod +9% acid +12% lightning +12% mind +8% blight Melee Ret 6 mind ----- def ----- Armour +14 Disease- +42% Silence- +48% Confus- +31% Stun/Frz- +43% ---------- misc Infravis +3 A pair of boots made of leather. |
Zubarin the pair of drakeskin leather boots (18 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +25% Dmg.mod +19% acid +12% arcane +15% mind +10% blight Res.pen +30% acid ----- def ----- Armour +5 Defense +18 (+4 eff.) Fatigue -10% Resists +6% mind Phys.save +15 (+4 eff.) Disease- +50% ---------- misc Max.enc +50 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +5 Phys.save +13 (+3 eff.) Spell.save +14 (+3 eff.) Mind.save +13 (+3 eff.) ---------- misc Stam/turn +1.20 Max.stam +28.00 A pair of boots made of leather. |
insulating pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Resists +5% fire +9% cold ---------- misc Stam/turn +0.80 Max.stam +37.00 A pair of boots made of leather. |
pair of drakeskin leather boots 'Runotar' (30 def, 21 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +2 Mag +6 Cun +6 Con ----- def ----- Armour +21 Defense +30 (+6 eff.) Resists +15% nature Phys.save +21 (+5 eff.) Mind.save +34 (+8 eff.) Silence- +20% Teleport- +20% A pair of boots made of leather. |
pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 T5 feet armor [Ego+] Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +5 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Isurin the Blackborn (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Dmg.mod +9% darkness Res.pen +25% fire +10% darkness +10% mind ----- def ----- Armour +4 Fatigue +3% Resists +12% fire +6% mind +9% darkness ---------- misc Mana/turn +0.36 Max.mana +35.00 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 voratun boots of evasion (15 def, 14 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +14 Defense +15 (+3 eff.) Fatigue +4% ---------- misc Infravis +3 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 36 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. |
pair of voratun boots of evasion (18 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +18 (+4 eff.) Fatigue +4% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 21 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. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Str, 40% Dex, 20% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
shielding elven-silk wizard hat of the mind (+20%) (3 def, 0 armour)2.0 T5 head armor [Ego] Arcane/Psionic While equipped: Stats +8 Mag dps ---------- Dmg.mod +20% mind ----- def ----- Defense +3 (+1 eff.) Resists +20% mind Spell.save +14 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Master While equipped: Stats +5 Mag +11 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Phys.save +11 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing drakeskin leather cap of blood magic (0 def, 5 armour)2.0 T5 head armor [Ego+] Arcane/Master While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.crit +5% Dmg.mod +19% blight +16% arcane ----- def ----- Armour +5 Fatigue +5% Phys.save +25 (+6 eff.) A cap made of leather. |
Unlightpiety (8 def, 4 armour) =Con+9=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +4 Dex +4 Cun +9 Con dps ---------- Dmg.mod +6% darkness Acc +5 (+1 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +4% Resists +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Balekan (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Dex +10 Con dps ---------- Res.pen +25% temporal Melee Ret 6 temporal ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +3 Infravis +3 See.Invis +24 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing voratun helm of absorption (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Phys.save +25 (+6 eff.) ---------- misc Stam/ret +2.50 Equi/ret +2.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
15 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
619 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
56 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 285.72 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
bright dwarven lantern of health1.0 T5 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +74.00 ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Woenoon'1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Res.pen +10% temporal +15% all Apr +13 Melee Ret 2 darkness On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Resists +15% darkness +10% cold +3% nature +15% temporal Mind.save +15 (+4 eff.) Def/telep +15 Res/telep +19% Dur/telep +28% ---------- misc Light +7 See.Stealth +19 See.Invis +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun grounding strap0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
perfect mana coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
voratun pickaxe of the Iron Throne (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Max.HP +22.00 ---------- misc Max.stam +27.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 968.38 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 749.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
innervating stralite torque of clear mind [power 3] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 35% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Zaneruigund the Chargeknave [power 302] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% Spell.pwr +25 (+5 eff.) Dmg.mod +9% arcane Res.pen +20% lightning Acc +30 (+8 eff.) ----- def ----- Armour +6 Defense +25 (+5 eff.) Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 357.75 temporal and 382.66 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By SOLARIS, LUNARIS the Dwarf Anorithil level 36
38th Stralite 123rd year of Ascendancy at 11:57 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By SOLARIS, LUNARIS the Dwarf Anorithil level 48
3rd Dearth 123rd year of Ascendancy at 07:55 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By SOLARIS, LUNARIS the Dwarf Anorithil level 36
36th Stralite 123rd year of Ascendancy at 12:24 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By SOLARIS, LUNARIS the Dwarf Anorithil level 30
43rd Steel 123rd year of Ascendancy at 12:21 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By SOLARIS, LUNARIS the Dwarf Anorithil level 40
13rd Voratun 123rd year of Ascendancy at 13:49 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By SOLARIS, LUNARIS the Dwarf Anorithil level 46
21st Wealth 123rd year of Ascendancy at 17:15 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By SOLARIS, LUNARIS the Dwarf Anorithil level 39
7th Voratun 123rd year of Ascendancy at 07:46 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By SOLARIS, LUNARIS the Dwarf Anorithil level 37
43rd Stralite 123rd year of Ascendancy at 18:17 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SOLARIS, LUNARIS the Dwarf Anorithil level 16
16th Wealth 122nd year of Ascendancy at 20:46 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By SOLARIS, LUNARIS the Dwarf Anorithil level 37
2nd Voratun 123rd year of Ascendancy at 07:55 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By SOLARIS, LUNARIS the Dwarf Anorithil level 37
45th Stralite 123rd year of Ascendancy at 10:41 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By SOLARIS, LUNARIS the Dwarf Anorithil level 50
8th Shortage 123rd year of Ascendancy at 08:49 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By SOLARIS, LUNARIS the Dwarf Anorithil level 20
26th Dearth 122nd year of Ascendancy at 09:53 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By SOLARIS, LUNARIS the Dwarf Anorithil level 28
6th Steel 123rd year of Ascendancy at 02:08 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By SOLARIS, LUNARIS the Dwarf Anorithil level 50
6th Shortage 123rd year of Ascendancy at 00:43 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SOLARIS, LUNARIS the Dwarf Anorithil level 28
10th Steel 123rd year of Ascendancy at 10:50 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By SOLARIS, LUNARIS the Dwarf Anorithil level 10
15th Profit 122nd year of Ascendancy at 10:27 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SOLARIS, LUNARIS the Dwarf Anorithil level 20
25th Dearth 122nd year of Ascendancy at 12:40 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By SOLARIS, LUNARIS the Dwarf Anorithil level 30
17th Steel 123rd year of Ascendancy at 00:28 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By SOLARIS, LUNARIS the Dwarf Anorithil level 40
11st Voratun 123rd year of Ascendancy at 20:45 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By SOLARIS, LUNARIS the Dwarf Anorithil level 50
17th Dearth 123rd year of Ascendancy at 03:44 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By SOLARIS, LUNARIS the Dwarf Anorithil level 50
4th Shortage 123rd year of Ascendancy at 15:41 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By SOLARIS, LUNARIS the Dwarf Anorithil level 50
33rd Dearth 123rd year of Ascendancy at 18:15 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By SOLARIS, LUNARIS the Dwarf Anorithil level 22
8th Shortage 122nd year of Ascendancy at 20:48 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By SOLARIS, LUNARIS the Dwarf Anorithil level 46
29th Wealth 123rd year of Ascendancy at 18:19 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By SOLARIS, LUNARIS the Dwarf Anorithil level 18
16th Dearth 122nd year of Ascendancy at 16:08 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By SOLARIS, LUNARIS the Dwarf Anorithil level 38
2nd Voratun 123rd year of Ascendancy at 23:32 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By SOLARIS, LUNARIS the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 19:07 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By SOLARIS, LUNARIS the Dwarf Anorithil level 50
8th Shortage 123rd year of Ascendancy at 08:48 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By SOLARIS, LUNARIS the Dwarf Anorithil level 10
18th Profit 122nd year of Ascendancy at 12:53 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By SOLARIS, LUNARIS the Dwarf Anorithil level 22
10th Loss 122nd year of Ascendancy at 21:43 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By SOLARIS, LUNARIS the Dwarf Anorithil level 50
8th Shortage 123rd year of Ascendancy at 08:49 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By SOLARIS, LUNARIS the Dwarf Anorithil level 16
45th Profit 122nd year of Ascendancy at 22:36 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By SOLARIS, LUNARIS the Dwarf Anorithil level 41
10th Profit 123rd year of Ascendancy at 08:12 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By SOLARIS, LUNARIS the Dwarf Anorithil level 26
24th Iron 123rd year of Ascendancy at 21:09 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SOLARIS, LUNARIS the Dwarf Anorithil level 19
19th Dearth 122nd year of Ascendancy at 00:05 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By SOLARIS, LUNARIS the Dwarf Anorithil level 34
33rd Stralite 123rd year of Ascendancy at 08:40 see stats
Log
SOLARIS, LUNARIS picks up (4.): voratun waraxe of enduring (38-54 power, 6 apr).
SOLARIS, LUNARIS picks up (3.): stormbringer's voratun longsword of torment (42-58 power, 6 apr).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 8 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 17 turns (stop reason: all resources and life at maximum).
You pickup 3.05 gold pieces.
SOLARIS, LUNARIS picks up ( .): pearl.
SOLARIS, LUNARIS picks up ( .): fearwoven elven-silk robe of Angolwen (0 def, 0 armour).
Resting starts...
Rested for 71 turns (stop reason: all resources and life at maximum).
SOLARIS, LUNARIS picks up (Y.): ethereal dragonbone vilestaff (30-36 power, 6 apr, darkness element).
SOLARIS, LUNARIS picks up ( .): bloodstone.
Ran for 7 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 2 turns (stop reason: interesting terrain).
Galen's Flowing Robe activates and resets SOLARIS, LUNARIS's Premonition cooldown!
SOLARIS, LUNARIS vanishes from sight.








































































































































































