












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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. 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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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). 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.
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 Possessor Bonus Class 1.7.4Donators/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: 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 | Higher |
| Class | Wyrmic |
| Level / Exp | 50 / 1871% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 18 on the 3rd Allure 123rd year of Ascendancy at 13:51 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 110 (base 64) |
| Dexterity | 63 (base 32) |
| Constitution | 39 (base 14) |
| Magic | 23 (base 8) |
| Willpower | 184.64621353983 (base 63) |
| Cunning | 132.83213584809 (base 61) |
Resources
| Life | 1943/1943 |
| Stamina | 684/684 |
| Equilibrium | 48 |
| Healing Factor | 1.2162543368031 |
| Regeneration | 34.634259642531 |
Speed
| Mental | +7.19567306876% |
| Attack | +7.19567306876% |
| Movement | +27.67440046317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 13 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 140 |
| Accuracy | 87 |
| Crit Chance | 62% |
| APR | 68 |
| Speed | 0.93 |
Offense: Offhand
| Damage | 140 |
| Accuracy | 87 |
| Crit Chance | 62% |
| APR | 68 |
| Speed | 0.93 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 113 |
| Crit Chance | 100% |
| Speed | 0.93287347462109 |
Offense: Damage Bonus
| Acid | +33% |
| Blight | +69% |
| Physical | +33% |
| Cold | +33% |
| All | +11% |
| Lightning | +48% |
| Darkness | +33% |
| Fire | +48% |
| Nature | +78% |
Offense: Damage Penetration
| Acid | +53% |
| Blight | +33% |
| Physical | +33% |
| Cold | +33% |
| All | 0% |
| Darkness | +33% |
| Lightning | +48% |
| Mind | +45% |
| Fire | +43% |
| Nature | +58% |
Defense: Base
| Armour (hardiness) | 37 (53.292302510663%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 8.4776192016099 |
| Physical Save | 60 |
| Spell Save | 71 |
| Mental Save | 88 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 68%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 42%( 70%) |
| Physical | + 61%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 63%( 70%) |
| Temporal | + 70%( 70%) |
| Mind | + 57%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Knockback Resistance | 52% |
| Stun Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 78% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 982% 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. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 28% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Antimagic Shield |
| talent | Psiblades |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Aerorebeth the skeleton magus. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed chunk of ghoul flesh. * You've found the needed snow giant kidney. Marus of Elvala has completed an elixir of mastery 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 red crystal shard. * You've found the needed green worm. * You've found the needed pouch of faeros ash. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bloated horror heart. * You've found the needed electric eel tail. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within5 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 | Bindur the Jetgasher (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Psionic While equipped: Stats +6 Cun +12 Wil offense ------ Mind Crit +3% Critical power +15.00% Mindpower +25 (+4 eff.) Damage +15% fire Ignore resists +25% mind defense ------ Armor +5 Fatigue +4% Resistance +6% darkness Physical save +13 (+3 eff.) Spell save +10 (+2 eff.) Mind save +15 (+3 eff.) other ------- Max hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ivadheth the dwarven lantern1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +6 Cun +10 Wil offense ------ Mind Crit +6% Mindpower +41 (+6 eff.) Damage +21% blight Ignore resists +20% mind When Hit 14 acid defense ------ Resistance +7% arcane Mind save +18 (+4 eff.) other ------- Hate-on-crit +6.00 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Tuledrablek the Blastnoon (7 def, 14 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Wil offense ------ Physical Power +11 (+3 eff.) Damage +9% lightning defense ------ Armor +14 Defense +7 (+2 eff.) Fatigue +5% Resistance +3% temporal +15% physical +7% all Physical save +24 (+6 eff.) Spell save +3 (+1 eff.) Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina when Hit +1.70 EQ when Hit +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+2 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+4 eff.) Life +100.00 other ------- Light +1 Unarmed combat: Weapon Damage 34.0 - 47.6 Physical Uses 40% Cun, 40% Dex, 40% Str Ignore Armor +18 Critical Rate +12.0% Attack Speed 83% On-hit +20 silence On Hit: 15% Mana Clash level 3 On Hit: 15% Antimagic Zone level 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 236.43 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | voratun torque of psionic shield [power 173] (25 cooldown)2.0 Encumbrance T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Delirain0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Str +8 Wil +7 Con offense ------ Mind Crit +3% Physical Power +12 (+3 eff.) Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 12% defense ------ Resistance +12% temporal Mind save +31 (+6 eff.) Confus Resist +41% other ------- Max psi +30.00 Rings make your fingers look great! |
| On fingers | stralite ring 'Mayirita'0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Str +7 Con offense ------ Physical Power +8 (+2 eff.) Damage +15% blight Ignore resists +10% acid When Hit 2 blight defense ------ Resistance +18% acid Mind save +11 (+2 eff.) Life Regen +4.00 Confus Resist +37% Stun Resist +30% Rings make your fingers look great! |
| Around neck | Nizilagen the Iceblow0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +9 Dex +12 Wil offense ------ Mindpower +11 (+1 eff.) defense ------ Resistance +18% cold +16% mind +6% temporal Crit Resistance 10.00% Mind save +10 (+2 eff.) Confus Resist +47% Amulets make your neck look great! |
| In main hand | creative living mindstar of storms (16-17 power, 61 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 15.5 - 17.1 Nature Uses 82% Wil, 49% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +61 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Str +6 Dex +3 Mag +7 Wil +13 Cun +1 Con offense ------ Mind Crit +5% Critical power +20.00% Mindpower +16 (+2 eff.) On-Hit 12 lightning Damage +6% lightning Ignore resists +15% lightning defense ------ Resistance +13% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+4 eff.) Mind save +15 (+3 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | living mindstar 'Abysspride' (16-17 power, 61 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 15.5 - 17.1 Mind Uses 82% Wil, 49% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +61 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +12 fire While equipped: Stats +15 Cun +13 Wil offense ------ Mind Crit +13% Critical power +25.00% Mindpower +57 (+9 eff.) Ignore resists +10% fire defense ------ Resistance +6% blight +9% fire Spell save +10 (+2 eff.) Mind save +6 (+1 eff.) other ------- Hate-on-crit +5.00 Psi-on-crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Guise of the Hated (14 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+3 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+4 eff.) Resistance +10% darkness +10% mind Mind save +10 (+2 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness level 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | Breath of Eyal (10 def, 10 armour)9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+1 eff.) defense ------ Armor +10 Defense +10 (+3 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
healing infusion of the warrior (heal 260; 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 instantly heal yourself for 260 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion (die at -380; dur 7; cd 30)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -380 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 380 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -1113; dur 7; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1113 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1113 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the psychic (die at -1171; dur 8; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1171 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1171 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the wizard (die at -279; dur 6; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -279 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 279 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion (speed 614%; cd 10)0.1 Encumbrance infusion scroll [Normal] 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 614% 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. 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 (speed 546%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% 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. 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 (speed 707%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 707% 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. 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 (speed 657%; cd 10)0.1 Encumbrance infusion scroll [Normal] 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 657% 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. 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 (speed 777%; cd 10)0.1 Encumbrance infusion scroll [Normal] 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 777% 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. 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 duelist (speed 724%; 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 724% 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 duelist (speed 589%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% 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 warrior (speed 753%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 753% 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. 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 |
regeneration infusion (heal 316; 17 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. 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 |
regeneration infusion of the titan (heal 212; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 212 life over 5 turns. 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 (res 20%; magical, physical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 (res 17%; magical, physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 (res 16%; mental; dur 2; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 (res 19%; magical, physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Normal] 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 magical and physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 duelist (res 32%; magical; dur 3; 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 cure yourself of one random magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
wild infusion of the duelist (res 30%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 |
wild infusion of the psychic (res 53%; magical; dur 4; 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 cure yourself of one random magical effect and reduce all damage taken by 53% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 |
wild infusion of the sneak (res 44%; physical; dur 3; 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 cure yourself of one random physical effect and reduce all damage taken by 44% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
wild infusion of the titan (res 28%; mental, magical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 titan (res 24%; physical; 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 physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 38%; magical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 3 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. Press to compare to your current inscriptions |
Rune of the Rift (888.58 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 986.33 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
copper amulet 'Flashsteel'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 84% defense ------ Resistance +10% lightning +3% fire Stun Resist +21% Amulets make your neck look great! |
copper amulet 'Wildquake'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +6 Con offense ------ Damage +6% nature When Hit 4 nature defense ------ Armor +4 Unlife -60.00 life Amulets make your neck look great! |
steel amulet 'Hathasus'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +6 Con offense ------ Physical Power +15 (+4 eff.) Move Speed +10% Ignore resists +25% blight +15% physical Accuracy +30 (+8 eff.) When Hit 4 arcane defense ------ Defense +30 (+8 eff.) Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
gold amulet 'Lightrigor' =CON 10=0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +6 Cun +10 Con offense ------ Critical power +15.00% Move Speed +10% Damage +12% light +6% mind When Hit 8 light defense ------ Defense +20 (+5 eff.) Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +0.70 Light +3 Amulets make your neck look great! |
Zubegariavea the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Dex +7 Wil +7 Con offense ------ Damage +9% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 54 defense ------ Resistance +6% acid +9% mind +19% light +23% darkness Blind Resist +35% Amulets make your neck look great! |
Cleansefurnace =reroll=0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: offense ------ Mindpower +20 (+3 eff.) Damage +12% light +12% mind defense ------ Resistance +25% blight +30% temporal +36% nature Physical save +22 (+6 eff.) Spell save +21 (+5 eff.) Mind save +31 (+6 eff.) Poison Resist +49% Disease Resist +40% Pinning Resist +35% Knockbk Resist +50% Amulets make your neck look great! |
Cutharig the Frigidream =reroll=0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +16 Dex +6 Wil +7 Cun +8 Con offense ------ Move Speed +10% Damage +6% lightning Ignore resists +10% acid +10% cold When Hit 8 acid defense ------ Fatigue -8% Resistance +12% cold Life Regen +4.00 Blind Resist +28% other ------- Stamina/turn +0.80 Infravision +7 Sight +2 See Invisibility +12 Amulets make your neck look great! |
Frost Lord's Chain =stunres=0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
voratun amulet 'Voruwen' =idrc anymore=0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Dex +15 Wil +10 Con offense ------ Physical Power +8 (+2 eff.) Combat Speed +10% Damage +6% blight +10% physical Ignore resists +20% arcane +5% blight Ignore Shields +30% other ------- Mana-on-crit +1.00 Max mana +40.00 Amulets make your neck look great! |
Dairehor the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Unlife -40.00 life Life +20.00 Life Regen +2.00 Disarm Resist +20% Confus Resist +10% Rings make your fingers look great! |
psionicist's copper ring of frost (+24%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +12% cold defense ------ Resistance +24% cold Mind save +6 (+1 eff.) Rings make your fingers look great! |
Delylathalach the Healwrither =Con 4=0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str +5 Cun +4 Con offense ------ Physical Crit +2.0% When Hit 6 nature defense ------ Physical save +8 (+2 eff.) Unlife -80.00 life Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Tulofang0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +3 Wil +3 Cun +9 Con offense ------ Physical Power +12 (+3 eff.) Mindpower +5 (+0 eff.) Damage +11% lightning defense ------ Resistance +22% lightning other ------- Psi when Hit +0.08 Rings make your fingers look great! |
Vargh Redemption =Con 6=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 35.45 cold and 35.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
gold ring 'Aroriassra'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Wil offense ------ Spellpower/crit +6 Damage +30% blight Ignore resists +15% arcane defense ------ Life Regen +4.00 Stun Resist +29% other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
Morningspawn =critmult=0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +6 Wil offense ------ Mind Crit +4% Critical power +23.41% Damage +18% acid +30% light On-Hit (Melee): * 23% chance to reduce armor by 12% defense ------ Resistance +36% acid Mind save +21 (+4 eff.) 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 (+2 eff.) Mind save +10 (+2 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. |
Writhing Ring of the Hunter =Meme=0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Falekor =reroll=0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Mag +2 Wil +2 Cun offense ------ Damage +12% acid defense ------ Resistance +12% blight +14% nature +6% acid Mind save +13 (+3 eff.) Life +76.00 Life Regen +15.00 Healmod +14% Poison Resist +24% Disease Resist +29% Confus Resist +50% Rings make your fingers look great! |
Frozenbloom the voratun ring =Reroll=0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +6 Cun +9 Con offense ------ Physical Power +17 (+4 eff.) Spellpower +32 (+5 eff.) Mindpower +15 (+2 eff.) Damage +7% all When Hit 4 cold defense ------ Resistance +5% arcane Physical save +18 (+5 eff.) Mind save +15 (+3 eff.) Unlife -80.00 life Disarm Resist +10% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+7 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Life Drinker (42-55 power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 3.5 Power cost 40 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 5.24 acid and 6.65 blight damage. If not cleared after five turns it will inflict 37.76 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This item has been sent to the Item's Vault. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+2 eff.) defense ------ Resistance +15% mind Mind save +25 (+5 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage) =this is bad right?=3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +10 (+1 eff.) Damage +12% lightning +12% physical +12% fire +12% cold +12% acid defense ------ Resistance +10% acid +10% physical +10% fire +10% cold +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Effective talent level: 7.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 10. Any target caught in the area will take 1623.71 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +12 (+2 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Core of the Forge (24-26 power, 40 apr, dreamforge damage) =Vault=3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+2 eff.) Mindpower +16 (+2 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+3 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 4.5 Power cost 24 out of 30/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 71.35 mind damage, 95.43 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 6.58 mind and 8.80 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. This item has been sent to the Item's Vault. |
Core of the Forge (24-26 power, 40 apr, dreamforge damage) =meh=3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+2 eff.) Mindpower +16 (+2 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+3 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 4.5 Power cost 24 out of 30/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 71.35 mind damage, 95.43 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 6.58 mind and 8.80 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Wil offense ------ Mind Crit +9% Mindpower +18 (+3 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 10, doing 206.69 slime damage for 17 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Novon (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +12 arcane While equipped: Stats +4 Wil +2 Con offense ------ Mind Crit +10% Mindpower +14 (+2 eff.) On-Hit 16 physical Damage +23% mind +18% physical Ignore resists +15% physical defense ------ Resistance +18% physical Crit Resistance 15.00% Physical save +8 (+2 eff.) Spell save +7 (+2 eff.) Mind save +5 (+1 eff.) other ------- EQ when Hit +2.50 Psi-on-crit +4.00 Infravision +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 129.00 to 161.25 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
verdant cashmere robe of nature (+30%) (0 def, 0 armour) =Con 4=2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +34% nature defense ------ Resistance +30% nature +11% all Poison Resist +31% Disease Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+3 eff.) Resistance +25% nature +13% all Physical save +15 (+4 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
stormwoven silk robe of life (0 def, 0 armour) =Mag 7=2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +6 Str +7 Mag +6 Wil offense ------ Damage +16% lightning +13% physical +11% cold defense ------ Resistance +8% lightning +9% cold +15% blight +13% all Life +52.00 Life Regen +2.80 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Betaldawe' (7 def, 7 armour) =reroll=2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +18 Mag offense ------ Damage +14% blight +30% physical +27% light +29% temporal Ignore resists +10% temporal +14% physical defense ------ Armor +7 Defense +7 (+2 eff.) Resistance +15% light +13% darkness +14% blight +9% nature +5% arcane +15% all Crit Resistance 10.00% Anomaly Control +16 Life +67.00 Healmod +15% Teleport Resist +20% other ------- EQ when Hit +0.12 Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanulle (13 def, 6 armour)9.0 Encumbrance T3 light armor [Random Unique] Master/Psionic While equipped: Stats +15 Str +6 Dex +2 Wil +3 Cun defense ------ Armor +6 Defense +13 (+3 eff.) Fatigue +8% Resistance +7% physical +7% mind +12% darkness Physical save +13 (+3 eff.) Mind save +14 (+3 eff.) other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Boryhell the Burnwild (35 def, 28 armour) =critmult baby=9.0 Encumbrance T5 light armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +6 Cun +3 Str offense ------ Physical Crit +5.0% Critical power +39.00% Physical Power +20 (+5 eff.) Damage +6% fire Ignore resists +10% physical defense ------ Armor +28 Defense +35 (+9 eff.) Fatigue +8% Resistance +20% nature +20% blight Mind save +28 (+6 eff.) A suit of armour made of leather. |
enlightening drakeskin leather armour of thunder (20 def, 8 armour) =reroll?=9.0 Encumbrance T5 light armor [Ego++] Arcane/Psionic While equipped: Stats +6 Str +6 Mag +14 Wil +6 Cun offense ------ Physical Crit +10.0% Spell Crit +7% Mind Crit +9% Physical Power +19 (+5 eff.) Spellpower +19 (+3 eff.) Mindpower +18 (+3 eff.) defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +14% lightning Mind save +17 (+4 eff.) A suit of armour made of leather. |
Ebonynull the rough leather belt =Con 3=1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +1 Str +1 Dex +3 Con offense ------ Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 43% defense ------ Defense +5 (+1 eff.) Resistance +6% acid +6% blight A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's rough leather belt of recklessness1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +4 Cun +3 Wil offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +3 (+1 eff.) Against +18% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
balancing hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +8 Dex +9 Cun +6 Lck offense ------ Physical Crit +11.0% Mind Crit +5% defense ------ Stealth +8 other ------- Disarm Traps +10 Infravision +4 A belt that goes around your waist. |
hardened leather belt 'Elenayagas' =DEX 9=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +9 Dex offense ------ Physical Power +15 (+4 eff.) defense ------ Spell save +9 (+2 eff.) Unlife -80.00 life other ------- Size +1 A belt that goes around your waist. |
Emeloba the drakeskin leather belt =critz=1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Mind Crit +3% Critical power +15.00% Physical Power +6 (+1 eff.) On-Hit (Melee): * 26% chance to slow global speed by 84% defense ------ Armor +6 Resistance +33% acid +24% cold Mind save +12 (+3 eff.) Unlife -104.00 life Healmod +26% Disease Resist +26% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Max hate +12.00 A belt that goes around your waist. |
Lightsorrow (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +1 (+0 eff.) Resistance +3% blight +3% physical +3% temporal Physical save +3 (+1 eff.) Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of mindcraft (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Damage +11% darkness Ignore resists +10% darkness defense ------ Defense +2 (+0 eff.) Resistance +15% darkness Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) =sleepy=2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 129 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
elven-silk cloak 'Salamina' (15 def, 0 armour) =reroll=2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Mag offense ------ Damage +17% darkness Ignore resists +14% darkness When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 12% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +15 (+4 eff.) Resistance +25% darkness +9% acid Physical save +11 (+3 eff.) Stealth +21 Life +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xudara (5 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str offense ------ Spellpower/crit +2 Damage +6% blight defense ------ Armor +5 Defense +5 (+1 eff.) other ------- Mana-on-crit +2.00 Infravision +1 A pair of boots made of leather. |
pair of rough leather boots 'Getolatir' (0 def, 1 armour) =CON 9=2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +9 Con offense ------ Physical Crit +4.0% Physical Power +25 (+6 eff.) Mindpower +4 (+0 eff.) Damage +9% physical Ignore resists +6% physical defense ------ Armor +1 other ------- Stamina/turn +2.00 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 37 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of iron boots 'Yvunne' (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue +2% Resistance +3% mind Healmod +20% Poison Resist +10% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quenchstriker (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +3 Con offense ------ Damage +3% mind +7% physical defense ------ Armor +4 Fatigue +3% Resistance +12% acid +6% light +6% blight +6% cold +6% mind other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 4.5 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 231.17 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
Gloves of the Firm Hand (0 def, 8 armour) =stunres=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% Str, 40% Cun, 40% Dex 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. |
Radhineg the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +7 Dex +1 Mag +5 Wil +6 Cun +2 Con offense ------ Mindpower +9 (+1 eff.) On-Hit 39 mind 32 darkness Accuracy +29 (+8 eff.) On-Hit (Melee): * 22% chance to reduce all saves and defense by 54 defense ------ Armor +3 Resistance +13% darkness Crit Resistance 15.00% Mind save -6 (-1 eff.) other ------- Infravision +3 Unarmed combat: Weapon Damage 28.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +20 Ignore Armor +5 Critical Rate +24.0% Attack Speed 100% On-hit +24 darkness On Hit: 10% Reproach level 5 On Crit: 10% Dominate level 5 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Layaramina' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Mag +1 Wil +3 Cun offense ------ Critical power +20.00% Accuracy +10 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +8% darkness Crit Resistance 10.00% other ------- EQ when Hit +0.08 Light +3 Infravision +2 Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On-hit +8 darkness On Crit: 10% Dominate level 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Shockblack' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Mindpower +20 (+3 eff.) On-Hit 8 lightning Damage +5% lightning defense ------ Armor +2 Fatigue +3% Resistance +19% lightning other ------- Max psi +30.00 Light +3 Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +9 lightning On Hit: 10% Lightning Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Glarin the voratun gauntlets (0 def, 15 armour)1.5 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +7 Dex +7 Cun offense ------ Physical Power +9 (+2 eff.) Mindpower +6 (+1 eff.) On-Hit 29 mind 40 darkness Accuracy +9 (+3 eff.) Ignore Armor +12 On-Hit (Melee): * 19% chance to reduce all saves and defense by 54 defense ------ Armor +15 Fatigue +5% Resistance +6% acid Mind save -5 (-1 eff.) Unlife -80.00 life Unarmed combat: Weapon Damage 37.0 - 51.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +24 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Reproach level 5 On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of war-making (0 def, 7 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +17.0% Spell Crit +13% Mind Crit +13% Critical power +10.00% defense ------ Armor +7 Fatigue +5% Mind save +14 (+3 eff.) Life +59.00 Unarmed combat: Weapon Damage 42.0 - 58.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +15 Critical Rate +19.0% Attack Speed 83% On Hit: 10% Battle Shout level 5 On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Ivytira' (0 def, 1 armour) =str 4=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Fatigue +1% Resistance +3% temporal +11% light +11% darkness other ------- Light +1 Infravision +3 A cap made of leather. |
Winterreek (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +5% Critical power +20.00% Mindpower +4 (+0 eff.) Damage +18% cold When Hit 10 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 54 defense ------ Defense +2 (+0 eff.) Resistance +24% cold other ------- Psi/turn +0.26 A pointy cloth hat, very wizardly... |
Yvoyawe (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +2 Dex +3 Mag offense ------ Mind Crit +10% Critical power +20.00% Mindpower +19 (+3 eff.) Ignore resists +25% mind Ignore Shields +30% defense ------ Defense +2 (+0 eff.) other ------- Psi/turn +0.23 A pointy cloth hat, very wizardly... |
Elenedunadar (23 def, 0 armour) =critmult=2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +6 Wil +7 Cun offense ------ Critical power +25.00% Mindpower +6 (+1 eff.) Damage +18% cold Accuracy +10 (+3 eff.) defense ------ Defense +23 (+6 eff.) Resistance +15% lightning +27% cold +15% temporal other ------- See Invisibility +18 A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) =meh=1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+3 eff.) Ignore resists +10% mind defense ------ Defense +7 (+2 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+5 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." |
Zanusin (3 def, 0 armour) =mindcrit=2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Mag +10 Wil +10 Cun offense ------ Mind Crit +8% Damage +12% darkness +15% temporal +12% light +15% physical Ignore resists +5% arcane defense ------ Defense +3 (+1 eff.) Resistance +3% light +6% mind +15% cold +6% nature +15% fire Physical save +6 (+2 eff.) Mind save +28 (+6 eff.) Blind Resist +10% Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 452 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
iron helm 'Isusemira' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 84% defense ------ Armor +3 Fatigue +5% Resistance +6% blight +2% physical +7% nature +3% temporal Unlife -60.00 life other ------- Max stamina +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour) =con 3=3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cyriwen the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Str +1 Mag +5 Wil +2 Cun offense ------ Critical power +10.00% Physical Power +8 (+2 eff.) Ignore resists +10% blight Ignore Shields +20% defense ------ Armor +4 Fatigue +4% Resistance +5% physical Physical save +7 (+2 eff.) Spell save +9 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ragothel (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +4 Wil +4 Cun +3 Con offense ------ Critical power +10.00% Physical Power +8 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +5% arcane +8% physical +13% light +13% darkness Physical save +14 (+4 eff.) Mind save +8 (+2 eff.) other ------- Max hate +2.00 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 3.5 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Vorugath the Wintermoon (6 def, 11 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Mindpower +20 (+3 eff.) Damage +12% mind +12% cold Ignore resists +25% mind Accuracy +15 (+4 eff.) Ignore Armor +10 defense ------ Armor +11 Defense +6 (+2 eff.) Fatigue +4% Resistance +5% all Physical save +11 (+3 eff.) other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Sleetkiss' (0 def, 4 armour) =Con 4=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Con offense ------ Damage +3% blight Ignore resists +10% cold +20% physical defense ------ Armor +4 Fatigue +4% Resistance +11% fire +3% physical +10% cold other ------- Stamina/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
10 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
5 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. |
5 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. |
6 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
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. |
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. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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. |
1181 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. |
Belenn2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +5 Wil +3 Cun +2 Con offense ------ Damage +3% blight other ------- Light +6 Infravision +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dreamer's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Psionic While equipped: offense ------ Mind Crit +7% Mindpower +7 (+1 eff.) defense ------ Mind save +7 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Nature/Disrupt While equipped: defense ------ Resistance +3% all Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Healmod +13% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Chillbloom the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Nature/Psionic While equipped: Stats +1 Mag +16 Wil +2 Con offense ------ Physical Crit +4.0% Critical power +15.00% Physical Power +9 (+2 eff.) Damage +12% mind Ignore resists +20% cold defense ------ Physical save +12 (+3 eff.) Healmod +26% other ------- Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Daimihell (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +7% nature When Hit 2 mind defense ------ Resistance +24% nature +5% arcane Unlife -20.00 life Life Regen +2.00 Stun Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Vorumiwyn' (dig speed 8 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +6 Str +4 Dex +5 Cun offense ------ Critical power +20.00% Physical Power +9 (+2 eff.) Accuracy +8 (+2 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +1% physical Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +8 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+0 eff.) defense ------ Mind save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 31 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
cleansing dwarven-steel torque of psionic shield [power 75] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 75 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. |
Ravenstake the stralite torque of mindblast [power 360] (15 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +5 Str +8 Mag +10 Wil +3 Cun offense ------ When Hit 10 darkness defense ------ Resistance +9% darkness other ------- Light +3 Blast the opponent's mind dealing 400 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Grinahek the voratun torque of mindblast [power 450] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +5 Dex +6 Mag offense ------ On-Hit (Melee): * 20% chance to slow global speed by 84% defense ------ Resistance +12% acid +24% fire other ------- See Invisibility +12 Blast the opponent's mind dealing 500 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 110. Torques are made by powerful psionics to store psionic powers. |
soothing voratun torque of psionic shield [power 143] (25 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 143 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 78. Torques are made by powerful psionics to store psionic powers. |
Duvodunarek [power 122] (15 cooldown) =heal=2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Mag +2 Con other ------- Light +2 Infravision +3 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+1 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
elven-wood totem of stinging 'Yvewyn' [power 434] (15 cooldown) =antiheal=2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +4 Str offense ------ Ignore Armor +3 defense ------ Resistance +18% lightning +8% physical +9% temporal Silence Resist +20% Pinning Resist +20% Sting an enemy dealing 774 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Cloudpanic the elm wand of clairvoyance [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +7 Str +2 Mag offense ------ Ignore resists +5% acid defense ------ Resistance +3% lightning Crit Resistance 5.00% Reveal the area around you, dispelling darkness (radius 9, power 46 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Dialectics the Higher Wyrmic level 39
73rd Pyre 123rd year of Ascendancy at 13:41 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Dialectics the Higher Wyrmic level 38
71st Pyre 123rd year of Ascendancy at 12:20 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Dialectics the Higher Wyrmic level 17
79th Haze 122nd year of Ascendancy at 13:21 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 Dialectics the Higher Wyrmic level 43
2nd Flare 123rd year of Ascendancy at 02:33 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Dialectics the Higher Wyrmic level 42
9th Mirth 123rd year of Ascendancy at 15:26 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Dialectics the Higher Wyrmic level 35
62nd Pyre 123rd year of Ascendancy at 20:45 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dialectics the Higher Wyrmic level 18
2nd Regrowth 123rd year of Ascendancy at 15:11 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Dialectics the Higher Wyrmic level 41
5th Mirth 123rd year of Ascendancy at 01:53 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Dialectics the Higher Wyrmic level 34
60th Pyre 123rd year of Ascendancy at 14:29 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Dialectics the Higher Wyrmic level 28
53rd Regrowth 123rd year of Ascendancy at 07:00 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Dialectics the Higher Wyrmic level 50
11st Haze 123rd year of Ascendancy at 14:17 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dialectics the Higher Wyrmic level 23
46th Regrowth 123rd year of Ascendancy at 09:45 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dialectics the Higher Wyrmic level 29
79th Regrowth 123rd year of Ascendancy at 14:58 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Dialectics the Higher Wyrmic level 27
51st Regrowth 123rd year of Ascendancy at 22:51 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Dialectics the Higher Wyrmic level 50
6th Haze 123rd year of Ascendancy at 02:01 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dialectics the Higher Wyrmic level 50
22nd Haze 123rd year of Ascendancy at 14:18 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 Dialectics the Higher Wyrmic level 44
2nd Flare 123rd year of Ascendancy at 15:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dialectics the Higher Wyrmic level 10
6th Dusk 122nd year of Ascendancy at 21:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dialectics the Higher Wyrmic level 20
19th Regrowth 123rd year of Ascendancy at 16:07 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Dialectics the Higher Wyrmic level 30
2nd Pyre 123rd year of Ascendancy at 02:29 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Dialectics the Higher Wyrmic level 40
1st Mirth 123rd year of Ascendancy at 04:36 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Dialectics the Higher Wyrmic level 50
35th Dusk 123rd year of Ascendancy at 07:44 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Dialectics the Higher Wyrmic level 50
4th Haze 123rd year of Ascendancy at 01:31 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Dialectics the Higher Wyrmic level 32
32nd Pyre 123rd year of Ascendancy at 17:44 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dialectics the Higher Wyrmic level 49
16th Dusk 123rd year of Ascendancy at 21:37 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Dialectics the Higher Wyrmic level 25
49th Regrowth 123rd year of Ascendancy at 02:03 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dialectics the Higher Wyrmic level 22
36th Regrowth 123rd year of Ascendancy at 09:48 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Dialectics the Higher Wyrmic level 41
5th Mirth 123rd year of Ascendancy at 04:05 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Dialectics the Higher Wyrmic level 50
11st Haze 123rd year of Ascendancy at 14:16 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dialectics the Higher Wyrmic level 10
14th Dusk 122nd year of Ascendancy at 22:45 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 Dialectics the Higher Wyrmic level 30
13rd Pyre 123rd year of Ascendancy at 21:51 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Dialectics the Higher Wyrmic level 50
11st Haze 123rd year of Ascendancy at 14:17 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Dialectics the Higher Wyrmic level 50
50th Dusk 123rd year of Ascendancy at 15:23 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dialectics the Higher Wyrmic level 49
25th Dusk 123rd year of Ascendancy at 20:48 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dialectics the Higher Wyrmic level 26
50th Regrowth 123rd year of Ascendancy at 11:06 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dialectics the Higher Wyrmic level 16
58th Haze 122nd year of Ascendancy at 14:56 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dialectics the Higher Wyrmic level 38
70th Pyre 123rd year of Ascendancy at 22:11 see stats
Log
Saving done.
You cannot do that on the world map.
Today is the 23rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Ran for 6 turns (stop reason: at exit).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Today is the 24th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 12:06.
Today is the 25th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
There is a Derth (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Quest 'Storming the city' status updated! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Today is the 26th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).































































































































































































