











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 50 / 1977% |
| Size | medium |
| Lifes / Deaths | Killed by Poridatta the maulotaur at level 20 on the 4th Decay 122nd year of Ascendancy at 13:43 1 / 7Killed by Xeratira the rogue at level 20 on the 5th Decay 122nd year of Ascendancy at 00:35 Killed by Aerathra the orc warrior at level 39 on the 78th Pyre 123rd year of Ascendancy at 02:44 Killed by Ianont the forge-giant at level 50 on the 33rd Regrowth 124th year of Ascendancy at 20:33 Killed by forge-giant at level 50 on the 36th Regrowth 124th year of Ascendancy at 19:09 Killed by Vorema the ruin banshee at level 50 on the 36th Regrowth 124th year of Ascendancy at 20:54 Killed by two Hot Rats at level 50 on the 44th Regrowth 124th year of Ascendancy at 20:02 |
Primary Stats
| Strength | 79 (base 63) |
| Dexterity | 49 (base 32) |
| Constitution | 41 (base 16) |
| Magic | 96 (base 63) |
| Willpower | 12 (base 7) |
| Cunning | 80 (base 63) |
Resources
| Mana | 379/499 |
| Life | 1521/1268 |
| Positive | 83/197 |
| Stamina | 288/291 |
| Paradox | 300 |
| Healing Factor | 1.5281403954778 |
| Regeneration | 23.304141031036 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17.94588393139 |
| Infravision | 2 |
| See Stealth | 32 |
| See Invisible | 46 |
Offense: Mainhand
| Damage | 214 |
| Accuracy | 52 |
| Crit Chance | 83% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 77% |
| Speed | 1 |
| Cooldown Reduction | -5.5511151231258E-15 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +13% |
| Acid | +6% |
| Light | +94% |
| Darkness | +3% |
| Mind | +19% |
| Lightning | +9% |
| Fire | +24% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +75% |
| Physical | +25% |
| Lightning | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 63 (35.65183292883%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 28 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 67%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 27%( 70%) |
| All | + 27%( 70%) |
| Physical | + 42%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 80%( 80%) |
| Temporal | + 42%( 70%) |
| Mind | + 37%( 70%) |
| Darkness | + 64%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 100% |
| Silence Resistance | 68% |
| Bleed Resistance | 26% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 68 up to 5 times. |
| 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 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 264.15 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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 / Guardian | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Celestial / Sun | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)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 failed to protect the lost sun paladin from death by Eilinagada the cold drake. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Belevena the skeleton warrior's temporal clone. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed honey tree root. * You've found the needed multi-hued wyrm scale. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed wretchling eyeball. * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * 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 | undeterred pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: defense ------ Armor +5 Silence Resist +42% Confus Resist +45% Stun Resist +43% A pair of boots made of leather. |
| Light source | Xyratha the Murkshine1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +5 Dex +2 Wil offense ------ Damage +3% darkness When Hit 21 fire defense ------ Resistance +3% darkness +8% fire Mind save +15 (+5 eff.) Blind Resist +43% Confus Resist +25% other ------- Light +13 Infravision +2 See Stealth +32 See Invisibility +46 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat 'Starqueller' (2 def, 0 armour) =An Option=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +9% fire +13% nature +9% light Ignore resists +25% light When Hit 2 light 4 darkness defense ------ Defense +2 (+0 eff.) Resistance +3% light +6% darkness +19% nature A pointy cloth hat, very wizardly... |
| On hands | psychic's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master/Psionic While equipped: offense ------ Physical Crit +14.0% Spell Crit +15% Mind Crit +11% Critical power +14.00% On-Hit 9 mind Damage +7% mind defense ------ Armor +3 Resistance +7% mind Unarmed combat: Weapon Damage 32.0 - 35.2 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +13.0% Attack Speed 100% On-crit, radius 2 +9 mind On Hit: 20% Psychic Lobotomy level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Shineire [power 165] (2/25 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% acid +15% fire +6% light On-Hit (Melee): * 20% chance to reduce damage dealt by 19% * 20% chance to reduce armor by 40% defense ------ Resistance +31% acid +6% fire +6% darkness +6% light Setup a psionic shield, reducing all damage taken by 165 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ce'Nolle the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: offense ------ Critical power +20.00% Ignore resists +25% physical defense ------ Armor +16 Defense +25 (+6 eff.) Mind save +15 (+5 eff.) Confus Resist +46% other ------- Stamina/turn +3.00 Max psi +30.00 Rings make your fingers look great! |
| On fingers | Bethybeth the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Ignore Armor +5 When Hit 13 physical defense ------ Resistance +7% arcane +24% acid Life Regen +9.00 Cut Resist +26% Silence Resist +26% Stun Resist +75% Knockbk Resist +26% other ------- Stamina/turn +3.92 Rings make your fingers look great! |
| Around neck | The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (166). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | Borosk's Hate (60-96 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
| Around waist | Morningquick the drakeskin leather belt1.0 Encumbrance T5 belt armor [Rare] Psionic While equipped: offense ------ Physical Crit +4.0% Spell Crit +3% Critical power +20.00% Mindpower +11 (+5 eff.) Damage +12% light Ignore Shields +39% defense ------ Armor +18 Defense +30 (+7 eff.) Resistance +20% temporal Physical save +15 (+5 eff.) other ------- Max stamina +39.46 Light +4 A belt that goes around your waist. |
| In off hand | Betussra the Arcwire (0 def, 21 armour, 65-78 power, 305.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 65.0 - 78.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +306 On-Hit, radius 1 +12 lightning On-crit, radius 2 +40 fire +32 light +16 mind While equipped: offense ------ Damage +12% mind +9% lightning Ignore resists +10% darkness +5% lightning On shield block: * Deals 163 light and fire damage to each enemy blocked When Hit 4 lightning defense ------ Armor +21 Fatigue +8% Resistance +20% physical +15% light +13% fire +6% mind +6% darkness other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+5 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+3 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | Olugohek the elven-silk robe (30 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Spell Crit +15% Spellpower +29 (+7 eff.) Damage +30% light defense ------ Defense +30 (+7 eff.) Resistance +45% light +17% blight +12% fire +3% nature +15% all Physical save +9 (+3 eff.) Mind save +6 (+2 eff.) Life +91.00 Life Regen +6.00 Healmod +30% Poison Resist +10% other ------- Mana/turn +0.33 Max mana +95.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the duelist (speed 547%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% 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 psychic (speed 464%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 464% 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 Willpower 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 sneak (speed 962%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 962% 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 Cunning 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 526%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% 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 |
wild infusion of the warrior (res 39%; mental, magical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 39%; physical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 8; phase 25; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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. |
Rune of the Rift (198.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 198.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
acid wave rune (damage 35; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 34.98 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 |
acid wave rune of the psychic (damage 93; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 92.64 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower 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 |
acid wave rune of the sneak (damage 265; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 265.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune of the titan (damage 136; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 135.89 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
biting gale rune of the sneak (damage 361; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 361.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 18; resist 27%; move 42%; dur 5; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 42% faster, and you are invisible (power 18). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 58; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. 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 |
shatter afflictions rune of the warrior (absorb 99; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 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 Strength 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 |
shatter afflictions rune of the wizard (absorb 165; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 165 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 499; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 499 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 111; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 111 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 206; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 206 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Fanged Collar =LIFE=0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+8 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Unflinching Eye =I mean=0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken Hourglass =Vault=0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 50 out of 80/80. Range melee/personal Cooldown: 49 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Eremadig =An option=0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Critical power +10.00% Spellpower +5 (+1 eff.) Damage +10% blight Accuracy +8 (+3 eff.) Ignore Armor +9 When Hit 4 arcane defense ------ Defense +8 (+2 eff.) Fatigue -5% Resistance +10% blight other ------- Encumbrance +22 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Glowrage =Light dmg respen=0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +20 (+5 eff.) Damage +9% blight +9% physical +13% light Ignore resists +25% light Ignore Armor +2 defense ------ Resistance +32% light Rings make your fingers look great! |
steel ring 'Xelle' =Res Silence 20=0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Armor +10 Resistance +3% blight +12% fire Blind Resist +10% Poison Resist +10% Silence Resist +20% Rings make your fingers look great! |
The Black Ring =Shadow Power=0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+4 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
gold ring 'Voralle' =Res Confuse=0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +15% temporal defense ------ Defense +20 (+5 eff.) Resistance +4% physical +6% fire +6% mind +6% light Mind save +10 (+4 eff.) Poison Resist +10% Confus Resist +52% Rings make your fingers look great! |
Ring of the Dead =LIFE=0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Bloomsin the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Str +12 Dex offense ------ Physical Power +41 (+8 eff.) Damage +18% nature +12% arcane Ignore resists +20% light Accuracy +16 (+6 eff.) Ignore Armor +6 On-Hit (Melee): * 27% chance to slow global speed by 50% defense ------ Unlife -60.00 life other ------- Stamina/turn +4.08 Rings make your fingers look great! |
Glory of the Pride =Res Confuse=0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+4 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+15 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic =Res Confuse=0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+6 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +2 Wil offense ------ Spell Crit +2% Spellpower +15 (+4 eff.) On-Hit 27 physical On-Ranged-Hit 35 physical Damage +6% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 23 defense ------ Fatigue -7% Life +93.00 Life Regen +19.00 Healmod +20% other ------- Encumbrance +40 Mana/turn +0.08 Hate-on-crit +3.00 Max hate +15.00 See Invisibility +12 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
magewarrior's short dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +6 Wil offense ------ Physical Crit +10.0% Spell Crit +9% Physical Power +15 (+3 eff.) Spellpower +33 (+8 eff.) Damage +30% lightning Accuracy +15 (+5 eff.) other ------- Max mana +110.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gerin the Shimmerguile (58-87 power, 4 apr) =Accuracy 40=3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Master/Psionic Weapon Damage 58.0 - 87.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +12 mind On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Damage +9% lightning Ignore resists +5% lightning +15% mind +16% all Accuracy +40 (+12 eff.) Ignore Armor +20 defense ------ Defense +12 (+3 eff.) Resistance +3% lightning Disarm Resist +66% Massive two-handed battleaxes. |
voratun battleaxe 'Emutha' (76-113 power, 4 apr) =BIG NUMBERS=3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 75.5 - 113.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +4 temporal On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +5 Dex +13 Mag +9 Wil +13 Cun +12 Con offense ------ Physical Crit +14.0% Damage +6% acid +3% temporal defense ------ Resistance +6% temporal Massive two-handed battleaxes. |
dwarven-steel greatmaul 'Malirath' (42-62 power, 2 apr) =An Option=5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 41.5 - 62.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +16 nature While equipped: Stats +7 Wil +1 Cun +5 Con offense ------ Physical Crit +14.0% Mind Crit +3% Critical power +39.00% Physical Power +12 (+3 eff.) Ignore resists +14% physical Ignore Armor +14 defense ------ Disarm Resist +25% other ------- Max psi +10.00 Massive two-handed mauls. |
Blighted Maul (96-144 power, 22 apr) =An Option=12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 50% Mag, 140% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 30 * Blasts creatures in a radius 1 shockwave around your target for 149.00 to 447.00 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 362.00 to 724.00 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block) =An option=7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+4 eff.) Ranged Defense +15 (+3 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
wrathful stralite shield of the stars (0 def, 8 armour, 53-64 power, 147 block) =An Option=7.0 Encumbrance T4 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 53.0 - 63.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +147 On-hit +12 light +16 darkness On-crit, radius 2 +16 light +22 fire While equipped: Stats +5 Cun +5 Mag offense ------ Damage +14% light +10% darkness On shield block: * Deals 163 light and fire damage to each enemy blocked defense ------ Armor +8 Fatigue +8% Resistance +8% fire +26% light +14% darkness other ------- Talents +1 Block Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) =Flat Damage Red=7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 70% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+10 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) =Cool=7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 50.0 - 60.0 Light Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+4 eff.) Ranged Defense +17 (+4 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+10 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
voratun shield 'Emewyn' (0 def, 10 armour, 76-91 power, 203 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 76.0 - 91.2 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +203 On-Hit, radius 1 +15 fire On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +15.0% Critical power +15.00% Physical Power +8 (+2 eff.) On-Hit 8 fire When Hit 2 arcane 21 fire defense ------ Armor +10 Fatigue +8% Resistance +28% lightning Spell save +12 (+6 eff.) other ------- Max psi +20.00 Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =An Option=2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Worm Nest (0 def, 0 armour) =An Option=2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 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. |
Aeroramira (0 def, 0 armour) =Crits mcgee=2.0 Encumbrance T5 cloth armor [Random Unique] Psionic While equipped: Stats +2 Str +7 Mag +8 Wil +24 Cun offense ------ Critical power +30.00% defense ------ Resistance +6% fire +6% nature +15% all Spell save +15 (+8 eff.) other ------- Mana/turn +0.28 Psi/turn +0.40 Hate-on-crit +9.00 Psi-on-crit +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airsage the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: offense ------ Damage +19% light +36% darkness defense ------ Resistance +3% lightning +1% physical +60% darkness +28% light +15% all Physical save +3 (+1 eff.) Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashspiker the elven-silk robe (10 def, 0 armour) =An Option=2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +16 Mag +16 Wil +8 Cun offense ------ Critical power +18.00% Damage +30% lightning +12% physical +25% cold Ignore resists +10% fire defense ------ Defense +10 (+2 eff.) Resistance +12% lightning +20% cold +15% all Physical save +12 (+4 eff.) Life Regen +4.00 Poison Resist +10% Stun Resist +10% other ------- Mana/turn +0.39 Psi/turn +0.40 Hate-on-crit +5.00 Psi-on-crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Zubytta' (13 def, 10 armour) =Fat=2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +2 Wil +10 Mag offense ------ Spell Crit +1% Critical power +20.00% Spellpower +20 (+5 eff.) Damage +44% light +3% temporal Ignore resists +5% arcane defense ------ Armor +10 Defense +13 (+3 eff.) Resistance +13% darkness +34% light +15% all Physical save +30 (+10 eff.) Life +55.00 other ------- Vim-on-crit +2.09 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Masochism (0 def, 0 armour) =Hmm=9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag offense ------ Spellpower +10 (+2 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Effective talent level: 5.0 Power cost 12 out of 12/12. Range 10 Cooldown: 5 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 159.55 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (15 def, 12 armour) =An Option=9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+4 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+3 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 4.0 Power cost 12 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 179.64 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Icevile (0 def, 7 armour) =An Option=17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Rare] Arcane While equipped: Stats +4 Str +4 Mag +5 Wil offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +6% Physical Power +12 (+3 eff.) Spellpower +12 (+3 eff.) Mindpower +12 (+6 eff.) Damage +6% mind +15% cold Ignore resists +20% cold +25% light +25% mind defense ------ Armor +7 Fatigue +22% Resistance +11% lightning +6% cold A suit of armour made of metal plates. |
hardened leather belt 'Belura'1.0 Encumbrance T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +2.0% Critical power +15.00% Physical Power +15 (+3 eff.) Mindpower +8 (+4 eff.) Damage +9% physical Ignore resists +11% physical Against +27% Summoned defense ------ Resist Against +33% Summoned Physical save +9 (+3 eff.) other ------- Stamina/turn +1.00 A belt that goes around your waist. |
hardened leather belt 'Brenablek' =An Option=1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +4 Dex offense ------ Physical Power +30 (+6 eff.) Spellpower +4 (+1 eff.) Ignore Armor +6 defense ------ Resistance +9% fire Crit Resistance 15.00% Mind save +8 (+3 eff.) Healmod +20% Pinning Resist +20% other ------- Stamina/turn +3.00 A belt that goes around your waist. |
Korahell1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +17 Cun +5 Wil defense ------ Resistance +7% arcane +15% fire +18% light +10% cold Crit Resistance 20.40% Healmod +27% Disease Resist +27% Confus Resist +27% other ------- Stamina/turn +4.08 A belt that goes around your waist. |
Wind's Whisper (4 def, 0 armour) =Res Silence 30=2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Adogada (3 def, 13 armour) =An Option=2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Accuracy +35 (+11 eff.) defense ------ Armor +13 Defense +3 (+0 eff.) Fatigue -9% Resistance +20% blight +39% cold +20% nature +12% fire Life +79.00 Life Regen +10.00 Healmod +15% Disease Resist +20% Silence Resist +10% Pinning Resist +10% other ------- Max stamina +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of rough leather boots (0 def, 1 armour) =Undeterred=2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +26% Confus Resist +24% Stun Resist +21% A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) =Shadow=2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Ravenflash the pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Mind Crit +11% Physical Power +6 (+2 eff.) Damage +12% darkness Ignore resists +34% blight +15% physical +34% darkness On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 30 defense ------ Armor +5 Resistance +20% temporal Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Psi when Hit +0.12 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) =Res Stun=1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Lightwar (0 def, 3 armour) =LIght dmg=1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +6 Dex offense ------ Damage +15% temporal +24% light +6% nature Ignore resists +25% mind +15% light Accuracy +21 (+7 eff.) On-Hit (Melee): * 21% chance to slow global speed by 50% defense ------ Armor +3 Resistance +18% nature other ------- Max psi +40.00 Light +3 Unarmed combat: Weapon Damage 27.0 - 29.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +13 Ignore Armor +5 Critical Rate +17.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fist of the Destroyer (8 def, 0 armour) =Set=1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag defense ------ Defense +8 (+2 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Dex, 40% Cun, 70% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Blood Grasp level 3 On Hit: 12% Soul Rot level 3 On Hit: 8% Drain level 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 5.0 Power cost 12 out of 12/12. Range 6 Cooldown: 8 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 122.76 fire damage and 101.97 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Duvegund the Viperbright (3 def, 0 armour) =An Option=2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Mindpower +6 (+3 eff.) Damage +12% temporal +15% light +14% physical +6% nature +15% darkness Ignore resists +15% darkness +5% nature On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Defense +3 (+0 eff.) Resistance +9% nature +9% darkness other ------- Mana/turn +0.33 A pointy cloth hat, very wizardly... |
Glorunor (3 def, 0 armour) =An Option=2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Mind Crit +8% Critical power +15.00% Mindpower +24 (+10 eff.) Damage +9% blight +18% cold +20% mind Ignore Shields +10% defense ------ Defense +3 (+0 eff.) Resistance +19% mind +27% cold Shield Power +14% Physical save +10 (+3 eff.) Mind save +17 (+6 eff.) Life Regen +6.00 other ------- Max psi +62.00 A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) =Res Confuse=1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+8 eff.) Ignore resists +10% mind defense ------ Defense +7 (+1 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+9 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Quasit's Skull (0 def, 12 armour) =Res Stun=3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Yaldan Baoth (0 def, 10 armour) =An Option=3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
14 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
1329 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light of Revelation =Quirky=2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Winterbringer =An Optiojn=1.0 Encumbrance T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +8% mind Ignore resists +25% cold defense ------ Resistance +9% blight +15% fire +8% darkness +9% cold Blind Resist +30% Confus Resist +17% other ------- Light +9 Infravision +3 See Stealth +10 See Invisibility +25 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Shadowstun' =An Option=1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +8 Str +5 Wil +5 Con offense ------ Physical Crit +5.0% Critical power +12.00% Physical Power +8 (+2 eff.) Damage +9% darkness defense ------ Resistance +9% darkness Unlife -80.00 life Disease Resist +20% other ------- Light +4 See Invisibility +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Xerivea' =Respen=1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +6% mind Ignore resists +10% all Ignore Armor +11 When Hit 10 mind defense ------ Armor +2 Resistance +15% mind Life Regen +4.00 Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
dwarven-steel pickaxe of quickening (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing iron torque of clear mind [power 1] (2/25 cooldown) =Cleanse=2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
Malydan [power 51] (2/25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +15 (+3 eff.) defense ------ Resistance +6% temporal +1% physical +15% cold other ------- EQ when Hit +0.16 Psi when Hit +0.16 Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By two Hot Rats the Shalore Sun Paladin level 38
72nd Pyre 123rd year of Ascendancy at 07:35 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By two Hot Rats the Shalore Sun Paladin level 37
57th Pyre 123rd year of Ascendancy at 12:21 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By two Hot Rats the Shalore Sun Paladin level 42
71st Dusk 123rd year of Ascendancy at 21:36 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By two Hot Rats the Shalore Sun Paladin level 43
78th Dusk 123rd year of Ascendancy at 07:36 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By two Hot Rats the Shalore Sun Paladin level 36
55th Pyre 123rd year of Ascendancy at 09:19 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By two Hot Rats the Shalore Sun Paladin level 25
18th Regrowth 123rd year of Ascendancy at 00:51 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By two Hot Rats the Shalore Sun Paladin level 39
78th Pyre 123rd year of Ascendancy at 12:07 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By two Hot Rats the Shalore Sun Paladin level 32
17th Pyre 123rd year of Ascendancy at 23:54 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By two Hot Rats the Shalore Sun Paladin level 31
4th Pyre 123rd year of Ascendancy at 00:37 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By two Hot Rats the Shalore Sun Paladin level 23
6th Regrowth 123rd year of Ascendancy at 09:26 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By two Hot Rats the Shalore Sun Paladin level 31
7th Pyre 123rd year of Ascendancy at 09:22 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By two Hot Rats the Shalore Sun Paladin level 32
17th Pyre 123rd year of Ascendancy at 16:42 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By two Hot Rats the Shalore Sun Paladin level 50
32nd Regrowth 124th year of Ascendancy at 11:49 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By two Hot Rats the Shalore Sun Paladin level 50
3rd Regrowth 124th year of Ascendancy at 06:25 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By two Hot Rats the Shalore Sun Paladin level 45
78th Dusk 123rd year of Ascendancy at 15:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By two Hot Rats the Shalore Sun Paladin level 10
1st Time of Equilibrium 122nd year of Ascendancy at 23:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By two Hot Rats the Shalore Sun Paladin level 20
55th Haze 122nd year of Ascendancy at 00:03 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By two Hot Rats the Shalore Sun Paladin level 30
50th Regrowth 123rd year of Ascendancy at 03:16 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By two Hot Rats the Shalore Sun Paladin level 40
78th Pyre 123rd year of Ascendancy at 12:07 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By two Hot Rats the Shalore Sun Paladin level 50
70th Haze 123rd year of Ascendancy at 08:40 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By two Hot Rats the Shalore Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 13:01 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By two Hot Rats the Shalore Sun Paladin level 50
22nd Regrowth 124th year of Ascendancy at 14:38 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By two Hot Rats the Shalore Sun Paladin level 50
1st Wintertide 124th year of Ascendancy at 07:20 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By two Hot Rats the Shalore Sun Paladin level 35
49th Pyre 123rd year of Ascendancy at 12:05 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By two Hot Rats the Shalore Sun Paladin level 30
57th Regrowth 123rd year of Ascendancy at 23:25 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By two Hot Rats the Shalore Sun Paladin level 40
78th Pyre 123rd year of Ascendancy at 15:43 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By two Hot Rats the Shalore Sun Paladin level 50
44th Regrowth 124th year of Ascendancy at 20:02 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By two Hot Rats the Shalore Sun Paladin level 12
7th Haze 122nd year of Ascendancy at 17:31 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By two Hot Rats the Shalore Sun Paladin level 48
57th Haze 123rd year of Ascendancy at 18:24 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By two Hot Rats the Shalore Sun Paladin level 30
69th Regrowth 123rd year of Ascendancy at 19:57 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By two Hot Rats the Shalore Sun Paladin level 50
44th Regrowth 124th year of Ascendancy at 20:02 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By two Hot Rats the Shalore Sun Paladin level 50
36th Regrowth 124th year of Ascendancy at 03:14 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By two Hot Rats the Shalore Sun Paladin level 12
9th Haze 122nd year of Ascendancy at 20:02 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By two Hot Rats the Shalore Sun Paladin level 50
7th Decay 123rd year of Ascendancy at 20:45 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By two Hot Rats the Shalore Sun Paladin level 45
17th Haze 123rd year of Ascendancy at 05:38 see stats
This is how the world ends: swallowed in fire, but not in darkness. (Insane (Adventure) difficulty)
"Won" ToME by sacrificing yourself for your patron Distant Sun, opening a portal for it to burn and consume the world.By two Hot Rats the Shalore Sun Paladin level 50
44th Regrowth 124th year of Ascendancy at 20:02 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By two Hot Rats the Shalore Sun Paladin level 23
7th Regrowth 123rd year of Ascendancy at 20:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By two Hot Rats the Shalore Sun Paladin level 17
41st Haze 122nd year of Ascendancy at 21:17 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By two Hot Rats the Shalore Sun Paladin level 37
56th Pyre 123rd year of Ascendancy at 23:00 see stats
Log
High Sun Paladin Aeryn receives 9 healing from Shield of Light.
Two Hot Rats's Judgement hits two Hot Rats for 428 healing, 428 healing (0 total damage) [856 healing].
Two Hot Rats's Judgement hits High Sun Paladin Aeryn for 1121 light, 593 healing (1121 total damage) [593 healing].
Two Hot Rats's Judgement hits Argoniel for (1086 to bones), 0 light (0 total damage).
High Sun Paladin Aeryn casts Sun Ray.
High Sun Paladin Aeryn's spell attains critical power!
High Sun Paladin Aeryn is filled with the Sun's fury!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
You feel a surge of power as a powerful creature falls nearby.
Two Hot Rats resists the blinding light!
High Sun Paladin Aeryn hits Argoniel for 423 light damage.
High Sun Paladin Aeryn's solar fury subsides.
High Sun Paladin Aeryn activates Retribution.
Two Hot Rats's solar fury subsides.
Talent Crusade is ready to use.
Talent Brandish is ready to use.
Weakness Disease from Argoniel hits two Hot Rats for (108 blocked), 0 blight (0 total damage).
Acid Splash from Argoniel hits two Hot Rats for (26 blocked), 0 acid (0 total damage).
Woeful Disease from Argoniel hits two Hot Rats for (8 blocked), 0 blight (0 total damage).
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: This is how the world ends: swallowed in fire, but not in darkness. (Insane (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Saving game...
You are no longer encumbered.
Saving done.

























































































































































