











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. 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 | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 50 / 3206% |
| Size | medium |
| Lifes / Deaths | Killed by Eiliniyavena the bee swarm at level 26 on the 7th Decay 122nd year of Ascendancy at 08:48 3 / 4Killed by Gumina the skeleton warrior at level 33 on the 61st Regrowth 123rd year of Ascendancy at 22:29 Killed by Twakkas's Shadow at level 41 on the 50th Pyre 123rd year of Ascendancy at 01:28 Killed by minotaur at level 50 on the 27th Pyre 124th year of Ascendancy at 00:25 |
Primary Stats
| Strength | 51 (base 6) |
| Dexterity | 117 (base 59) |
| Constitution | 59 (base 34) |
| Magic | 156 (base 63) |
| Willpower | 41 (base 14) |
| Cunning | 124 (base 67) |
Resources
| Life | 1385/1385 |
| Positive | 177/177 |
| Paradox | 537 |
| Steam | 100/100 |
| Healing Factor | 1.9951133323992 |
| Regeneration | 6.8831409967772 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | +92.149535794369% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 30.582371172368 |
| See Invisible | 36.582371172368 |
Offense: Mainhand
| Damage | 338 |
| Accuracy | 79 |
| Crit Chance | 106% |
| APR | 18 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 92 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +38% |
| Light | +23% |
| Temporal | +114% |
| Blight | +18% |
| Physical | +132% |
| Fire | +28% |
| All | +15% |
Offense: Damage Penetration
| Physical | +43% |
| Darkness | +15% |
| Light | +10% |
| Temporal | +32% |
| Nature | +25% |
| Arcane | +20% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (69.687909656376%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 68 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 38%( 70%) |
| Cold | + 55%( 70%) |
| All | + 35%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 70%( 70%) |
| Physical | + 48%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 65% |
| Disarm Resistance | 50% |
| Confusion Resistance | 10% |
| Silence Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 880 damage for 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Chronomancy / Threaded Combat | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Bow Threading | 1.60 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Resistance |
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | The target is moving is 92% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic 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 Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3168. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. You killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+1 eff.) Fatigue +8% Phys.save +9 (+3 eff.) Pinning- +65% Knockbk- +15% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! This item has been sent to the Item's Vault. |
| Quiver | quiver of dragonbone arrows 'Galereign' (19/19, 176% power, 18 apr)3.0 T5 arrow ammo [Random Unique] Master/Psionic Power 177% Range: 1.4x Uses 70% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +44.0% Capacity 19 Melee+ +47 physical +8 fire +16 cold Ranged+ +47 physical +8 fire +16 cold On Hit.r1 +20 lightning On Crit.r2 +20 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 287 physical damage On Crit: * Wound the target dealing 412 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
| Light source | Purestone1.0 T5 lite [Random Unique] Nature While equipped: Stats +12 Wil dps ---------- Phys.crit +11.0% Crit.mult +37.00% Phys.pwr +18 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Resists +6% nature +3% fire +9% light +3% darkness Phys.save +15 (+5 eff.) Heal.mod +27% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Cinderstoker the elven-silk wizard hat (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +19 Cun +9 Mag dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) Dmg.mod +20% physical +15% darkness +3% fire Res.pen +5% fire ----- def ----- Defense +3 (+0 eff.) Resists +3% blight +20% physical +28% darkness +6% lightning Spell.save +12 (+3 eff.) Mind.save +26 (+7 eff.) ---------- misc Max.hate +15.00 Infravis +3 A pointy cloth hat, very wizardly... |
| Tool | yew wand of shielding 'Emelidavena' [power 314] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +12% nature Phys.save +6 (+2 eff.) Heal.mod +10% Silence- +20% Stun/Frz- +20% Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +10% physical +15% temporal ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 568.74 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 5 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. This item has been sent to the Item's Vault. |
| Around waist | drakeskin leather belt 'Morninggasher' 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +10 Dex +5 Cun +6 Con +9 Lck dps ---------- Crit.mult +26.31% Mind.pwr +9 (+3 eff.) Dmg.mod +6% physical Res.pen +10% light Acc +15 (+3 eff.) Melee Ret 6 physical ----- def ----- Fatigue -20% Mind.save +15 (+4 eff.) Stealth +15 HP.reg +3.20 Heal.mod +30% ---------- misc T.Disarm +30 Max.enc +50 Infravis +6 A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In main hand | Rainqueller the dragonbone longbow 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +4 light On Crit.r2 +16 nature +8 light While equipped: Stats +8 Dex +8 Mag +9 Cun dps ---------- Phys.spd +10% Dmg.mod +23% physical +11% temporal Res.pen +14% physical +14% temporal Melee Ret 6 arcane ----- def ----- Resists +6% nature +6% light ---------- misc Reload +6 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Hand Cannon Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! This item has been sent to the Item's Vault. |
| Main armor | Aeruvena the elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +10 Str +10 Dex +21 Mag +10 Wil +10 Cun +10 Con dps ---------- Dmg.mod +3% blight +57% temporal +41% physical Res.pen +18% temporal +20% arcane +29% physical Melee Ret 4 arcane 2 blight ----- def ----- Resists +24% temporal +5% arcane +15% all Anom.red +24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ebonyobsidian the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Dex +3 Cun +4 Con dps ---------- Dmg.mod +9% temporal Res.pen +15% darkness Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Defense +3 (+0 eff.) Resists +39% lightning +22% temporal +30% darkness Phys.save +7 (+2 eff.) Max.HP +110.00 Stun/Frz- +50% Def/telep +22 Res/telep +13% Dur/telep +30% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Flowermark the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Mag dps ---------- Spell.crit +6% Phys.pwr +8 (+1 eff.) Spell.pwr +4 (+1 eff.) Phys.spd +10% Dmg.mod +8% light +17% physical +8% darkness +7% temporal Res.pen +25% nature ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +6 Masteries +0.40 Chronomancy/Fate Weaving +0.40 Chronomancy/Threaded Combat Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the duelist (speed 805%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 805% 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. |
wild infusion of the duelist (res 41%; mental, magical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 41% for 4 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. |
wild infusion of the sneak (res 44%; magical, mental; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental 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. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (314.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 671.96 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. |
shatter afflictions rune of the psychic (absorb 83; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 83; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 79; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 115; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 203; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 203 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 215; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 215 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Alyzor the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil +2 Cun +14 Lck dps ---------- Mind.pwr +15 (+4 eff.) Res.pen +15% arcane Acc +11 (+3 eff.) Melee Ret 2 arcane ----- def ----- Armour +6 Defense +23 (+4 eff.) Resists +22% lightning Res.Cap +4% all Phys.save +11 (+4 eff.) Mind.save +3 (+1 eff.) Unseen.red 14% Stun/Frz- +25% Amulets make your neck look great! |
Eridunarig the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Mind.crit +3% Crit.mult +10.00% Res.pen +15% mind ----- def ----- Armour +5 Defense +7 (+1 eff.) Res.Cap +4% all Phys.save +28 (+9 eff.) Spell.save +16 (+4 eff.) Mind.save +24 (+6 eff.) Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Flashwish the voratun amulet0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% light Res.pen +20% light On Hit (Melee): * 27% chance to slow global speed by 71% ----- def ----- Resists +6% physical +9% mind +20% temporal Crit.chn- 20.07% Die.at -80.00 life Heal.mod +25% Pinning- +27% ---------- misc Masteries +0.28 Chronomancy/Chronomancy Amulets make your neck look great! |
Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Cun +8 Dex dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Mov.spd +15% Dmg.mod +20% lightning +8% all ----- def ----- Armour +5 Resists +5% all Ignore.dmg +8% Affinity +20% lightning Amulets make your neck look great! |
Malunarista0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +5 Con dps ---------- Phys.pwr +10 (+1 eff.) Acc +25 (+5 eff.) Apr +2 ----- def ----- Resists +14% temporal Die.at -80.00 life Pinning- +25% Knockbk- +30% Amulets make your neck look great! |
Shinetouch the voratun amulet0.1 T5 amulet jewelry [Random Unique] Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +6% arcane +8% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 42 ----- def ----- Armour +5 Defense +9 (+2 eff.) Fatigue -8% Resists +12% light Res.Cap +5% all Phys.save +16 (+5 eff.) HP.reg +3.00 ---------- misc Light +3 Amulets make your neck look great! |
Sparkkiss the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +9% cold Melee Ret 10 arcane 4 lightning ----- def ----- Resists +6% lightning +12% cold Blind- +22% ---------- misc Infravis +6 Sight +2 See.Invis +7 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (192). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
archmage's voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +6% acid +7% fire +7% cold +6% lightning ---------- misc Mana/turn +0.39 Max.mana +58.00 Amulets make your neck look great! |
gold amulet 'Floelace'0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +8% blight +7% fire Res.pen +5% mind +10% cold Melee Ret 2 mind ----- def ----- Resists +12% temporal +12% mind +3% cold Mind.save +5 (+1 eff.) Confus- +15% Pinning- +25% Knockbk- +30% Amulets make your neck look great! |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +12% cold Amulets make your neck look great! |
stralite amulet of perfection (0.34 Chronomancy / Temporal Combat,0.34 Chronomancy / Chronomancy)0.1 T4 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.34 Chronomancy/Temporal Combat +0.34 Chronomancy/Chronomancy Amulets make your neck look great! |
voratun amulet 'Infernobreaker'0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil +12 Cun +6 Con dps ---------- Spell.crit +5% Crit.mult +26.91% Spell.pwr +30 (+6 eff.) S.pwr/crit +6 Dmg.mod +12% arcane Res.pen +20% blight +25% fire +20% arcane Phasing +40% ----- def ----- Phys.save +12 (+4 eff.) Spell.save +9 (+2 eff.) Max.HP +74.00 HP.reg +10.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Airworm the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% blight +9% lightning Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 48% ----- def ----- Resists +10% blight +3% lightning +3% acid Rings make your fingers look great! |
Boramagrim0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Wil +1 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) Acc +13 (+3 eff.) Apr +12 Melee Ret 8 arcane ----- def ----- Defense +13 (+2 eff.) Spell.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +50% ---------- misc Max.stam +30.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Gelle the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +10 (+1 eff.) Acc +15 (+3 eff.) Melee Ret 2 acid ----- def ----- Resists +3% acid Max.HP +23.00 Disarm- +23% Pinning- +26% Knockbk- +29% ---------- misc Equi/ret +0.12 Max.stam +20.00 Rings make your fingers look great! |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+14 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Hailrune0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str +5 Dex +3 Wil +20 Con dps ---------- Res.pen +15% cold ----- def ----- Phys.save +14 (+5 eff.) ---------- misc Light +3 Rings make your fingers look great! |
Lelyharadar0.1 T2 ring jewelry [Rare] Master While equipped: Stats +11 Dex dps ---------- Phys.pwr +5 (+1 eff.) Acc +8 (+2 eff.) ----- def ----- Armour +8 Defense +10 (+2 eff.) ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
Lisyyathra0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Dex +16 Mag +25 Wil +6 Cun dps ---------- Phys.pwr +15 (+2 eff.) Spell.pwr +40 (+8 eff.) Mind.pwr +15 (+4 eff.) ----- def ----- Resists +7% arcane ---------- misc Infravis +4 Rings make your fingers look great! |
Madolach the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +8 Dex dps ---------- Dmg.mod +15% acid +16% cold +18% mind Acc +28 (+6 eff.) Apr +16 Melee Ret 4 mind ----- def ----- Defense +16 (+3 eff.) Resists +32% cold Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Runerach the Hazewell0.1 T5 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +10.1% Dmg.mod +12% cold Acc +20 (+4 eff.) On Hit (Melee): * 25% chance to reduce all saves and defense by 42 ----- def ----- Fatigue -10% Resists +19% mind +38% cold ---------- misc Max.enc +40 Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold ring 'Brightgore'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Con dps ---------- Dmg.mod +9% light Res.pen +20% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Fatigue -7% Resists +3% blight +6% cold Phys.save +18 (+6 eff.) ---------- misc Max.enc +25 Rings make your fingers look great! |
savage's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+2 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
sneakthief's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +9 Cun +8 Dex dps ---------- Acc +10 (+2 eff.) Rings make your fingers look great! |
solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +8 (+2 eff.) Rings make your fingers look great! |
voratun ring 'Arina'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +20% Dmg.mod +18% cold Res.pen +5% mind Acc +13 (+3 eff.) ----- def ----- Defense +13 (+2 eff.) Resists +9% light +36% cold +6% mind +6% nature Max.HP +100.00 HP.reg +20.00 Heal.mod +18% Knockbk- +10% Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+1 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
Crystalline Voratun dagger (156% power, 9 apr)1.0 T5 dagger 1H weapon [Unique] Arcane A part of set. Power 157% Range: 1.3x Uses 50% Dex, 100% Mag Dmg Arcane Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Sharp, short and deadly. Transformed with the power of the Spellblaze. |
Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 100% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+2 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Getalayon the voratun dagger (166% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 166% Range: 1.3x Uses 100% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +23 cold On Hit: * Create an explosion dealing 141 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +24% fire Res.pen +27% fire ----- def ----- Resists +9% temporal +4% physical Knockbk- +10% Sharp, short and deadly. |
Hettedodur (148% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 148% Range: 1.3x Uses 50% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Phasing +30% Melee+ +18 temporal While equipped: Stats +4 Con dps ---------- Phys.crit +15.0% Crit.mult +37.00% Phys.pwr +13 (+2 eff.) S.pwr/crit +10 Res.pen +15% physical Apr +13 ----- def ----- Resists +17% temporal Disarm- +30% ---------- misc Max.mana +40.00 Sharp, short and deadly. This item has been sent to the Item's Vault. |
Jetblood the voratun dagger (144% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Disrupt/Master Power 145% Range: 1.3x Uses 100% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 nature +4 darkness On Hit: * 20% chance to slow global speed by 71% On Crit: * Wound the target dealing 412 physical damage across 5 turns and reducing healing by 50% * Deals 123 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +23.0% Crit.mult +28.00% Phys.pwr +14 (+2 eff.) Apr +9 ----- def ----- Resists +6% cold +6% light +12% darkness Sharp, short and deadly. |
Mandible of Ungolmor (150% power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 35% Dex, 85% Mag, 30% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Dex, 70% Mag Dmg Darkness Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 50% Mag, 100% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 65% Dex, 85% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Sleetkill (166% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Master Power 167% Range: 1.3x Uses 100% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 cold +4 temporal On Hit.r1 +12 cold While equipped: Stats +11 Str dps ---------- Phys.crit +14.0% Crit.mult +34.00% Dmg.mod +9% cold +14% physical Res.pen +15% cold Acc +25 (+5 eff.) Apr +10 ----- def ----- Resists +6% darkness +12% temporal Sharp, short and deadly. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 105% Mag, 55% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 105% Mag, 55% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 115% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 250.87 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 55% Dex, 95% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
voratun dagger 'Lisemina' (148% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 149% Range: 1.3x Uses 100% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +12 blight +11 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 37 * 20% chance to reduce armor by 48% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +6% acid Res.pen +10% all Acc +18 (+4 eff.) Apr +11 Melee Ret 2 blight Sharp, short and deadly. |
Blade of Distorted Time (150% power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 150% Range: 1.4x Uses 160% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 176 temporal damage and slows enemies in radius 6 of the target by 186% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 5.2 Pwr.cost 10 out of 10/10. Range 9 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 101% damage. Then teleport next to a second random enemy, attacking for 101% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Guroddayon the voratun longsword (153% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 153% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 nature On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 412 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +29.0% Crit.mult +10.00% Phys.pwr +15 (+2 eff.) Dmg.mod +6% blight Melee Ret 2 mind ----- def ----- Resists +9% temporal ---------- misc Vim/s.crit +2.00 Hate/m.crit +1.00 Max.vim +10.00 Sharp, long, and deadly. |
Sword of Potential Futures (133% power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Blindobeisance (177% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 178% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +8 light While equipped: dps ---------- Res.pen +5% light +15% physical Acc +21 (+5 eff.) Apr +13 ----- def ----- Resists +9% light +12% temporal Spell.save +3 (+0 eff.) One-handed war axes. |
Salilenne the Morningwreath (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 151% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +53 fire On Hit: * 10 arcane resource burn * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Str +3 Con dps ---------- All.spd +9% Res.pen +12% all +14% fire Acc +23 (+5 eff.) Apr +14 On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Resists +3% light ---------- misc Infravis +3 One-handed war axes. |
Glebrewe the Shadowpulverizer1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +2 Cun +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +9 (+1 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +9% arcane +6% mind Res.pen +5% darkness +15% arcane ----- def ----- Resists +9% acid +22% fire +9% lightning +22% cold Phys.save +9 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
drakeskin leather belt 'Eriharagar'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +3% light Phys.save +25 (+8 eff.) Spell.save +8 (+2 eff.) Max.HP +62.00 Heal.mod +10% Disease- +20% Cut- +20% ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt 'Hanikor'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +5 (+1 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +9% blight +10% physical Res.pen +10% physical ---------- misc Mana/turn +0.39 Vim/s.crit +2.00 Max.mana +34.00 A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +5% blight +6% cold +7% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+3 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Chitar the Snowwish (3 def, 4 armour)2.0 T3 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Dmg.mod +12% arcane Res.pen +15% blight Melee Ret 2 cold ----- def ----- Armour +4 Defense +3 (+0 eff.) Resists +9% blight +3% cold +11% all Phys.save +24 (+8 eff.) ---------- misc Mana/turn +0.23 Psi/turn +0.19 Max.mana +48.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +6 Cun dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Salebreth the Gorewild (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Mag +1 Wil +6 Cun +9 Con dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% nature ----- def ----- Armour +5 Fatigue +4% Phys.save +25 (+8 eff.) Mind.save +27 (+7 eff.) ---------- misc Stam/turn +1.30 Max.stam +40.00 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Weepstar the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +10.0% Phys.pwr +11 (+2 eff.) Dmg.mod +6% nature Res.pen +5% fire +30% physical On Hit (Melee): * 26% chance to slow global speed by 71% * 26% chance to reduce armor by 48% ----- def ----- Armour +5 Resists +12% nature +9% fire ---------- misc Light +3 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 40% Dex, 40% Cun, 70% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 145% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 211.48 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%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
voratun gauntlets 'Zubobeth' (0 def, 11 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +4 Con dps ---------- Phys.crit +11.0% Spell.crit +11% Mind.crit +17% Crit.mult +11.00% Spell.pwr +15 (+3 eff.) Melee+ 10 physical Dmg.mod +9% blight +9% physical +6% arcane Res.pen +25% blight ----- def ----- Armour +11 Fatigue +5% Disarm- +35% ---------- misc Hate/m.crit +2.00 Masteries +0.20 Technique/Grappling Unarmed combat: Power 144% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +21.0% Atk.spd 83% On Hit.r1 +10 physical On Crit.r2 +12 physical On Hit: 10% Disarm 5 On Hit: 10% Sand Breath 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Balukalthorek the Bloomtickler (19 def, 7 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +11 Dex +22 Cun +8 Con dps ---------- Res.pen +5% nature Acc +10 (+2 eff.) Apr +7 On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +19 (+4 eff.) Fatigue +5% Resists +12% cold HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
Zerotodomas the Quenchwrither (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +6 Wil +3 Cun dps ---------- Spell.crit +6% Mind.crit +8% Spell.pwr +12 (+3 eff.) Mind.pwr +34 (+8 eff.) Dmg.mod +20% mind Res.pen +15% mind Melee Ret 6 cold ----- def ----- Defense +3 (+0 eff.) Resists +20% mind +6% cold Phys.save +15 (+5 eff.) Mind.save +20 (+5 eff.) ---------- misc Mana/turn +0.40 Max.psi +37.00 A pointy cloth hat, very wizardly... |
drakeskin leather hat 'Xerobeth' (0 def, 10 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.pwr +20 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Armour +10 Fatigue +5% Resists +17% cold Crit.chn- 15.00% Die.at -40.00 life ---------- misc Infravis +3 See.Invis +12 Breathe water A hat made of leather. Very stylish. |
elven-silk wizard hat 'Elenehell' (23 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Phys.crit +4.0% Spell.pwr +4 (+1 eff.) Dmg.mod +10% physical +6% darkness +19% blight +11% light +12% temporal Apr +1 ----- def ----- Defense +23 (+4 eff.) Resists +19% blight ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
Aerathel the quiver of elm arrows (20/20, 124% power, 9 apr)3.0 T1 arrow ammo [Rare] Master Power 124% Range: 1.4x Uses 100% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Capacity 20 Proj.spd +100% On Crit: * Wound the target dealing 412 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +1 Arrows are used with bows to pierce your foes to death. |
Dawncut the quiver of dragonbone arrows (21/21, 163% power, 18 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Psionic Power 163% Range: 1.4x Uses 100% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +16 light +16 mind On Hit.r1 +8 light On Crit.r2 +8 light On Hit: * 21% chance to reduce armor by 48% * 25% chance for lightning to strike from the target to a second target dealing 141 damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 156% power, 120 apr)3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 140% Mag Dmg Void Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
quiver of ash arrows 'Isywyn' (24/24, 146% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 147% Range: 1.4x Uses 100% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +13.5% Capacity 24 Ranged+ +4 acid On Hit.r1 +12 mind On Crit.r2 +20 acid On Hit: * 10% chance to reduce all saves and defense by 42 * 20% chance to reduce armor by 48% On Crit: * Wound the target dealing 412 physical damage across 5 turns and reducing healing by 50% While equipped: Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of accuracy (14/14, 108% power, 5 apr)3.0 T1 arrow ammo [Ego] Master Power 108% Range: 1.4x Uses 70% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +5 Crit +1.0% Capacity 14 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Salybrethra' (17/17, 144% power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 145% Range: 1.4x Uses 100% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +20 mind +15 nature On Hit.r1 +20 mind On Crit.r2 +16 mind On Hit: * 20 arcane resource burn While equipped: Arrows are used with bows to pierce your foes to death. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2049 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Cyrorin' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +2 Crit.chn- 15.00% Phys.save +3 (+1 eff.) Confus- +20% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Blindvalor the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +1 Mag +4 Wil +3 Con dps ---------- Dmg.mod +6% mind +3% darkness ---------- misc Light +3 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. |
Guidance1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +6 Wil +6 Cun +6 Con ----- def ----- Resists +20% blight Res.Cap +10% blight Phys.save +15 (+5 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+4 eff.) ---------- misc Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Mindur the dwarven lantern1.0 T5 lite [Random Unique] Psionic While equipped: Stats +3 Mag dps ---------- Mind.crit +7% Mind.pwr +9 (+3 eff.) Res.pen +10% arcane Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce armor by 48% ----- def ----- Mind.save +32 (+8 eff.) ---------- misc Light +5 See.Stealth +28 See.Invis +34 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Radhyruibar1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +10 Mag ----- def ----- Max.HP +63.00 Blind- +63% Confus- +33% ---------- misc Mana/s.crit +2.00 Light +13 See.Stealth +23 See.Invis +20 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(97 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tundranull the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% physical Res.pen +5% cold Apr +1 ----- def ----- Resists +6% cold ---------- misc Stam/turn +3.00 Max.stam +10.00 Light +5 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. |
alchemist's lamp 'Singesaw'1.0 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +15% mind +6% fire Melee Ret 4 mind ----- def ----- Resists +6% fire Phys.save +10 (+3 eff.) Heal.mod +15% Blind- +23% Confus- +22% ---------- misc Light +11 See.Stealth +10 See.Invis +14 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Splendourtyphoon'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +15 (+2 eff.) Dmg.mod +6% light Acc +5 (+1 eff.) ----- def ----- Resists +1% physical Phys.save +6 (+2 eff.) Heal.mod +12% ---------- misc Stam/turn +1.00 Light +3 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. |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
79 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
10 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 39] amazing fiery salve [power 39]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 65% cooldown modifier. Remove 3 magical effects and grants a fiery aura (39% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 39] amazing frost salve [power 39]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 65% cooldown modifier. Remove 3 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 155] amazing unstoppable force salve [power 155]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 65% cooldown modifier. Increases all saves by 155 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 39] amazing water salve [power 39]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 65% cooldown modifier. Remove 3 mental effects and grants a water aura (39% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
great healing salve [power 480] great healing salve [power 480]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 65% cooldown modifier. Heal 480 Puts Talent Medical Injector on 15 cooldown Medical salve. This item has been sent to the Item's Vault. |
great pain suppressor salve [power 418] great pain suppressor salve [power 418]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 65% cooldown modifier. Let you fight up to -418 life and reduces all damage by 25% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft winterchill edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft winterchill edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
stralite back support0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -16% ---------- misc Max.enc +40 Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
Neroma the Skyspike [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% blight Res.pen +25% mind +15% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Resists +9% lightning Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Tarradunabers the Gleamwoe [power 53] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% blight +5% physical Crit.chn- 10.00% Cut- +10% Teleport- +20% ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 213 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
innervating dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Todar [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Spell.save +6 (+1 eff.) ---------- misc Max.vim +10.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 547.84 temporal and 353.28 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Xerileth the yew wand of shielding [power 254] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +1 Str dps ---------- Acc +5 (+1 eff.) ----- def ----- Resists +9% darkness Max.HP +20.00 ---------- misc Stam/turn +3.00 Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Heatquake' [power 116] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +6% acid Melee Ret 2 fire On Hit (Melee): * 10% chance to reduce armor by 48% ----- def ----- Crit.chn- 5.00% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of shielding [power 254] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
9 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Twakkas the Cornac Temporal Warden level 40
39th Pyre 123rd year of Ascendancy at 11:27 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Twakkas the Cornac Temporal Warden level 40
37th Pyre 123rd year of Ascendancy at 21:40 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Twakkas the Cornac Temporal Warden level 33
52nd Regrowth 123rd year of Ascendancy at 21:11 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 Twakkas the Cornac Temporal Warden level 47
1st Dusk 123rd year of Ascendancy at 20:36 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Twakkas the Cornac Temporal Warden level 50
56th Haze 123rd year of Ascendancy at 13:41 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Twakkas the Cornac Temporal Warden level 46
7th Flare 123rd year of Ascendancy at 15:42 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Twakkas the Cornac Temporal Warden level 21
61st Haze 122nd year of Ascendancy at 21:20 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Twakkas the Cornac Temporal Warden level 20
6th Haze 122nd year of Ascendancy at 13:46 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Twakkas the Cornac Temporal Warden level 45
4th Flare 123rd year of Ascendancy at 08:16 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Twakkas the Cornac Temporal Warden level 35
67th Regrowth 123rd year of Ascendancy at 20:46 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Twakkas the Cornac Temporal Warden level 50
28th Pyre 124th year of Ascendancy at 08:45 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Twakkas the Cornac Temporal Warden level 22
77th Haze 122nd year of Ascendancy at 10:58 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Twakkas the Cornac Temporal Warden level 32
27th Regrowth 123rd year of Ascendancy at 07:00 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Twakkas the Cornac Temporal Warden level 50
42nd Haze 123rd year of Ascendancy at 03:05 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Twakkas the Cornac Temporal Warden level 50
24th Pyre 124th year of Ascendancy at 04:12 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Twakkas the Cornac Temporal Warden level 50
72nd Haze 123rd year of Ascendancy at 05:45 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Twakkas the Cornac Temporal Warden level 50
42nd Haze 123rd year of Ascendancy at 07:49 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 Twakkas the Cornac Temporal Warden level 27
10th Decay 122nd year of Ascendancy at 19:54 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 Twakkas the Cornac Temporal Warden level 48
1st Dusk 123rd year of Ascendancy at 21:45 see stats
Impossible Death (Insane (Adventure) difficulty)
Got killed by your future self.By Twakkas the Cornac Temporal Warden level 30
3rd Regrowth 123rd year of Ascendancy at 13:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Twakkas the Cornac Temporal Warden level 10
6th Mirth 122nd year of Ascendancy at 20:03 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Twakkas the Cornac Temporal Warden level 20
54th Dusk 122nd year of Ascendancy at 04:53 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Twakkas the Cornac Temporal Warden level 30
3rd Regrowth 123rd year of Ascendancy at 05:31 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Twakkas the Cornac Temporal Warden level 40
37th Pyre 123rd year of Ascendancy at 06:24 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Twakkas the Cornac Temporal Warden level 50
42nd Dusk 123rd year of Ascendancy at 06:44 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Twakkas the Cornac Temporal Warden level 42
68th Pyre 123rd year of Ascendancy at 16:01 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Twakkas the Cornac Temporal Warden level 50
80th Regrowth 124th year of Ascendancy at 10:46 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Twakkas the Cornac Temporal Warden level 30
3rd Regrowth 123rd year of Ascendancy at 13:23 see stats
Paradoxology (Insane (Adventure) difficulty)
Both killed your future self and got killed by your future self.By Twakkas the Cornac Temporal Warden level 30
3rd Regrowth 123rd year of Ascendancy at 13:23 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Twakkas the Cornac Temporal Warden level 20
25th Haze 122nd year of Ascendancy at 15:47 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Twakkas the Cornac Temporal Warden level 50
64th Regrowth 124th year of Ascendancy at 16:27 see stats
Self-killer (Insane (Adventure) difficulty)
Killed your future self.By Twakkas the Cornac Temporal Warden level 30
3rd Regrowth 123rd year of Ascendancy at 13:23 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Twakkas the Cornac Temporal Warden level 30
3rd Regrowth 123rd year of Ascendancy at 13:23 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Twakkas the Cornac Temporal Warden level 27
1st Allure 123rd year of Ascendancy at 22:22 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Twakkas the Cornac Temporal Warden level 45
4th Flare 123rd year of Ascendancy at 10:02 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Twakkas the Cornac Temporal Warden level 50
28th Pyre 124th year of Ascendancy at 08:44 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Twakkas the Cornac Temporal Warden level 34
62nd Regrowth 123rd year of Ascendancy at 10:33 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Twakkas the Cornac Temporal Warden level 11
9th Mirth 122nd year of Ascendancy at 12:17 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Twakkas the Cornac Temporal Warden level 50
80th Regrowth 124th year of Ascendancy at 10:01 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Twakkas the Cornac Temporal Warden level 31
4th Regrowth 123rd year of Ascendancy at 23:37 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Twakkas the Cornac Temporal Warden level 50
28th Pyre 124th year of Ascendancy at 08:45 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Twakkas the Cornac Temporal Warden level 30
3rd Regrowth 123rd year of Ascendancy at 13:23 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Twakkas the Cornac Temporal Warden level 19
48th Dusk 122nd year of Ascendancy at 14:24 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Twakkas the Cornac Temporal Warden level 49
24th Dusk 123rd year of Ascendancy at 03:04 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Twakkas the Cornac Temporal Warden level 20
60th Haze 122nd year of Ascendancy at 23:49 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Twakkas the Cornac Temporal Warden level 27
10th Decay 122nd year of Ascendancy at 17:41 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Twakkas the Cornac Temporal Warden level 16
30th Dusk 122nd year of Ascendancy at 03:29 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Twakkas the Cornac Temporal Warden level 39
37th Pyre 123rd year of Ascendancy at 06:24 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Twakkas the Cornac Temporal Warden level 6
77th Pyre 122nd year of Ascendancy at 16:36 see stats
Log
You gain 7.77 gold from the transmogrification of thaloren voratun helm of the bounder (0 def, 5 armour).
You gain 5.82 gold from the transmogrification of spellwoven elven-silk wizard hat of knowledge (3 def, 0 armour).
You gain 11.50 gold from the transmogrification of stealthy pair of drakeskin leather boots of tirelessness (0 def, 5 armour).
You gain 3.75 gold from the transmogrification of pair of voratun boots of disengagement (0 def, 5 armour).
You gain 9.86 gold from the transmogrification of fearwoven elven-silk robe of lightning (+45%) (0 def, 0 armour).
You gain 9.73 gold from the transmogrification of elven-silk robe of Angolwen (0 def, 0 armour).
You gain 9.27 gold from the transmogrification of restorative elven-silk cloak (3 def, 0 armour).
You gain 25.00 gold from the transmogrification of elven-silk cloak 'Curescar' (3 def, 0 armour).
You gain 25.00 gold from the transmogrification of Duathellord the elven-silk cloak (3 def, 0 armour).
You gain 9.96 gold from the transmogrification of ravager's drakeskin leather belt of the vagrant.
You gain 6.67 gold from the transmogrification of balancing drakeskin leather belt of the mystic.
You gain 11.93 gold from the transmogrification of warbringer's voratun waraxe of disruption (152% power, 6 apr).
You gain 9.36 gold from the transmogrification of caustic voratun waraxe (150% power, 6 apr).
You gain 4.90 gold from the transmogrification of short dragonbone magestaff (136% power, 6 apr, cold element).
You gain 13.41 gold from the transmogrification of magelord's dragonbone starstaff of breaching (136% power, 6 apr, light element).
You gain 6.77 gold from the transmogrification of truestriking voratun longsword of erosion (151% power, 6 apr).
You gain 7.45 gold from the transmogrification of quick voratun longsword of daylight (154% power, 6 apr).
You gain 16.94 gold from the transmogrification of blazebringer's voratun greatmaul of rage (179% power, 4 apr).
You gain 6.00 gold from the transmogrification of schematic: Spike Attachment.
You gain 4.00 gold from the transmogrification of schematic: Corrosive Shell.
You gain 1.69 gold from the transmogrification of acid wave rune (damage 159; dur 4; cd 23).
You gain 1.70 gold from the transmogrification of acid wave rune (damage 162; dur 4; cd 17).
You gain 1.00 gold from the transmogrification of wild infusion (res 22%; physical; dur 3; cd 14).
You gain 1.79 gold from the transmogrification of regeneration infusion (heal 432; 13 cd).
You gain 4.97 gold from the transmogrification of medical injector implant (efficiency 179% / cooldown 61%).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.






































































































































































































