









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 50 / 1940% |
| Size | medium |
| Lifes / Deaths | Killed by Massok the Dragonslayer at level 37 on the 76th Dusk 123rd year of Ascendancy at 10:57 / 1 |
Primary Stats
| Strength | 29 (base 9) |
| Dexterity | 50 (base 26) |
| Constitution | 30 (base 17) |
| Magic | 139 (base 60) |
| Willpower | 97 (base 60) |
| Cunning | 89 (base 60) |
Resources
| Life | 755/779 |
| Mana | 18/443 |
| Healing Factor | 1.1592147729954 |
| Regeneration | 0.28980369324884 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1047.2954207026% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 11 |
| Lite | 12 |
| Infravision | 1 |
| See Stealth | 22.913851944364 |
| See Invisible | 86.25592366587 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 46 |
| Crit Chance | 65% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 90 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 79% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Blight | +13% |
| Arcane | +44% |
| Cold | +49% |
| All | +5% |
| Lightning | +188% |
| Physical | +9% |
| Fire | +34% |
| Darkness | +20% |
Offense: Damage Penetration
| Arcane | +46% |
| Lightning | +118% |
| Acid | +41% |
| All | +36% |
Defense: Base
| Armour (hardiness) | 29 (35.65183292883%) |
| Defense | 88 |
| Ranged Defense | 95 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 64 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 39%( 77%) |
| Blight | + 28%( 77%) |
| Arcane | + 61%( 77%) |
| Cold | + 60%( 77%) |
| All | + 18%( 77%) |
| Darkness | + 28%( 77%) |
| Light | + 26%( 77%) |
| Physical | + 35%( 77%) |
| Fire | + 53%( 77%) |
| Lightning | + 77%( 77%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 10% |
| Silence Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 35% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 10 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 1523 damage for 7 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 5 turns and blocking 360 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1600% for 10 turns (80 total) and instantly restoring 80 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1011% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 13 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
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Higher | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Keen Senses |
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Tempest |
| talent | Phantasmal Shield |
| talent | Spellcraft |
| talent | Essence of Speed |
| talent | Shielding |
| talent | Aether Permeation |
| beneficial effect | The target is surrounded by a time distortion, absorbing 1968/1130 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
| beneficial effect | The target is surrounded by a magical shield, absorbing 3166/1542 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's spellpower has been increased by 15. Spellsurge |
| beneficial effect | Moving at extreme speed (1011% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
| beneficial effect | Lightning Catcher has caught energy and is empowering you for +40% lightning damage and +8 to all stats. Caught Lightning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Overflowing with energy, increasing all spells talent level by 1. Metaflow |
| beneficial effect | Lightning damage increased by 20%. Born into Magic |
| beneficial effect | Target is protected by a mirror image. Increases damage dealt to blind or dazzled creatures by 20% Protected by a Mirror Image |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Cultist. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1554. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of fire wyrm saliva. * You've found the needed warg claw. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
| On feet | stealthy pair of hardened leather boots of spellbinding (0 def, 3 armour) =CD=2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Mag +8 Lck defense ------ Armor +3 Stealth +8 other ------- Spell cooldown 10% A pair of boots made of leather. This object's appearance was changed to pair of rough leather boots. |
| Light source | Brenylach the Glitterwire1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil offense ------ Physical Crit +5.0% Critical power +20.00% Physical Power +8 (+4 eff.) Damage +9% arcane Ignore resists +15% lightning +11% all Ignore Armor +14 When Hit 2 arcane defense ------ Resistance +9% light other ------- Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+4 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
| Tool | Sleetschism the dragonbone wand of conjuration [power 555] (10/22 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +15% cold defense ------ Resistance +6% cold +12% fire Fire a magical bolt dealing 1600 lightning damage Puts all charms on 22 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con other ------- Talents +1 Lucky Day You have set the ring to grant you Lucky Day! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| On fingers | Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 8.0 Power cost 6 out of 6/6. Range 10 Cooldown: 2 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 469.66 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | Lightning Catcher1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In main hand | dragonbone vilestaff 'Crackleimmortal' (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +69.00% Spellpower +32 (+6 eff.) On-Hit 51 fire Damage +51% lightning Ignore resists +5% acid +15% lightning On-Hit (Melee): * 20% chance to reduce armor by 47% defense ------ Resistance +12% lightning other ------- See Invisibility +33 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic voratun gauntlets of war-making (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +12.0% Spell Crit +17% Mind Crit +15% Critical power +12.00% defense ------ Armor +8 Fatigue +5% Mind save +14 (+4 eff.) Life +59.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Smock of Storms (20 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Nature While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +20% Mind Crit +20% Damage +30% lightning defense ------ Defense +20 (+4 eff.) Resistance +20% lightning +20% cold +20% physical +15% all other ------- Masteries +0.20 Wild-gift/Winds +0.20 Wild-gift/Weather This is not a robe, this is a smock. It is unclear if it always had stormy enchantments, or whether those appeared when the mage wearing it found out it was really a smock... |
| Cloak | Ethereal Embrace (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 4.5 Power cost 28 out of 11/28. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 277.46 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | voratun amulet 'Hettykaltholar'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +16 Lck offense ------ Damage +6% acid Accuracy +10 (+3 eff.) defense ------ Armor +8 Defense +37 (+7 eff.) Resistance +24% lightning +6% fire +12% blight Max Resistance +7% all Physical save +21 (+8 eff.) Resist unseen 17% Blind Resist +20% Stun Resist +48% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 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. |
shielding rune of the psychic (absorb 1270; dur 7; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1270 damage for 7 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+4 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Pendant of the Sun and Moons0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+1 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.0 Power cost 30 out of 60/60. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 29 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Zemekkys' Broken Hourglass0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 2.0 Power cost 50 out of 80/80. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
grounding voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +22% lightning Blind Resist +19% Stun Resist +47% other ------- Infravision +7 Sight +2 See Invisibility +10 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance 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. |
Blindwither the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +7 Dex +2 Wil offense ------ Physical Crit +3.0% Ignore resists +27% arcane defense ------ Armor +6 Silence Resist +41% other ------- Stamina/turn +3.00 Mana/turn +0.40 EQ when Hit +0.12 Mana-on-crit +2.00 Max hate +10.68 Light +3 Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Exiler0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 141.52 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+5 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+16 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+6 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +69.00 Life Regen +11.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
stralite ring 'Xanibrena'0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Spell Crit +4% Critical power +10.00% Spellpower/crit +6 Ignore resists +25% blight +25% arcane Ignore Shields +30% defense ------ Physical save +14 (+6 eff.) Spell save +28 (+7 eff.) Mind save +14 (+4 eff.) other ------- Vim-on-crit +2.00 Rings make your fingers look great! |
treant's voratun ring of lightning (+13%)0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +17% lightning defense ------ Resistance +13% blight +11% nature +34% lightning Poison Resist +30% Disease Resist +23% Rings make your fingers look great! |
voratun quartz ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +9 Cun +8 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
voratun quartz ring0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +11 (+3 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
voratun ring 'Chilltickler'0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +30% mind +12% cold Ignore resists +20% mind When Hit 6 mind defense ------ Resistance +12% acid +6% temporal Mind save +15 (+5 eff.) Confus Resist +47% other ------- Max hate +10.00 Rings make your fingers look great! |
Blighted Maul (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 60 [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 140% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 37 * Blasts creatures in a radius 1 shockwave around your target for 107.91 to 323.73 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 231.08 to 462.16 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
manaburning voratun greatmaul of rage (62-94 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Disrupt/Master Weapon Damage 62.5 - 93.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Hit: * 30 arcane resource burn While equipped: Stats +9 Str offense ------ Damage +13% physical Accuracy +33 (+10 eff.) Massive two-handed mauls. |
Champion's Will (67-107 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 35 [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 20% Con, 115% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 94 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (70-112 power, 18 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 35 [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Storm Fury4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+6 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+6 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 179 to 358 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
mighty dragonbone longbow of lightning4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +26 lightning While equipped: Stats +8 Str offense ------ Physical Power +20 (+10 eff.) Damage +26% lightning Longbows are used to shoot arrows at your foes. |
Dawn's Blade (50-70 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 35 [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 25% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 370.65 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
living mindstar 'Emelulaith' (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Mind Crit +11% Mindpower +10 (+3 eff.) Spellpower/crit +6 Damage +31% mind +20% darkness Ignore resists +14% mind +13% darkness Ignore Shields +30% defense ------ Physical save +8 (+4 eff.) Spell save +9 (+2 eff.) Mind save +8 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +1.20 Mana-on-crit +2.00 Hate-on-crit +5.00 Psi-on-crit +5.00 Max hate +8.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Duathelqueen' (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 24% chance to reduce damage dealt by 28% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +6% physical Ignore resists +6% physical defense ------ Resistance +13% lightning +5% physical +13% fire +6% arcane +13% cold Physical save +6 (+3 eff.) Life +20.00 Life Regen +0.90 Pinning Resist +20% Stun Resist +10% Out-of-Phase Defense +18 Out-of-Phase Resistance +18% Out-of-Phase Resilience +18% other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nithan's Force4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 4.0 Power cost 16 out of 16/16. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... This item has been sent to the Item's Vault. |
enhanced drakeskin leather sling of piercing4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Str +13 Dex +10 Mag +11 Wil +5 Cun +6 Con offense ------ Ignore resists +12% all Accuracy +13 (+4 eff.) Ignore Armor +10 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+9 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 29/200 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." |
Erayon the dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +12 Con offense ------ Physical Crit +9.0% Spell Crit +24% Critical power +18.00% Physical Power +13 (+7 eff.) Spellpower +33 (+6 eff.) Damage +30% darkness Accuracy +12 (+4 eff.) defense ------ Life Regen +1.60 Healmod +20% other ------- Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +14 (+3 eff.) Damage +25% lightning other ------- Vim-on-crit +4.00 Max vim +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to dragonbone magestaff. |
dragonbone vilestaff 'Kindlestreaker' (37-44 power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 37.0 - 44.4 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +5% Spellpower +29 (+6 eff.) On-Hit 30 arcane Damage +15% light +37% blight defense ------ Armor +6 Defense +6 (+1 eff.) Resistance +3% light Healmod +20% Confus Resist +10% other ------- Max mana +112.00 Wards +2 blight Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone vilestaff of channeling (30-36 power, 6 apr, acid element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +31 (+6 eff.) Damage +30% acid defense ------ Armor +4 Hardiness +10% Physical save +10 (+4 eff.) other ------- Mana/turn +0.34 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff of fate (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +20 (+4 eff.) Damage +30% lightning Ignore Shields +19% defense ------ Defense +25 (+5 eff.) Shield Power +17% Physical save +9 (+4 eff.) Spell save +9 (+2 eff.) Mind save +12 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone bonestaff of war (45-54 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane/Master Weapon Damage 45.0 - 54.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 physical While equipped: offense ------ Physical Crit +11.0% Spell Crit +5% Spellpower +25 (+5 eff.) Damage +45% blight +45% cold +45% darkness +45% acid Accuracy +15 (+5 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of breaching (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +23 (+4 eff.) Damage +30% lightning +30% cold +30% arcane +30% fire Ignore resists +15% lightning +15% cold +15% arcane +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood wildstaff of channeling (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +32 (+6 eff.) Damage +25% lightning +25% light +25% nature +25% acid other ------- Mana/turn +0.48 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of might (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +15.00% Spellpower +18 (+3 eff.) On-Hit 30 fire Damage +30% lightning other ------- See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of invocation (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +40.00% Spellpower +28 (+5 eff.) Spellpower/crit +9 On-Hit 30 fire Damage +30% physical other ------- See Invisibility +12 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 57.97 to 69.56 physical damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone vilestaff of greater warding (30-36 power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane/Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +5% Spellpower +23 (+4 eff.) Damage +30% blight defense ------ Armor +11 Defense +12 (+2 eff.) Life Regen +1.80 Healmod +25% other ------- Wards +3 blight Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff of might (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +16% Physical Power +8 (+4 eff.) Spellpower +18 (+3 eff.) Damage +25% lightning Accuracy +8 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of might (37-44 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 37.0 - 44.4 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +18% Spellpower +18 (+3 eff.) Damage +37% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of war (47-56 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 47.0 - 56.4 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +15 physical While equipped: offense ------ Physical Crit +10.0% Spell Crit +5% Spellpower +15 (+3 eff.) Damage +47% lightning Accuracy +14 (+4 eff.) other ------- Mana/turn +0.24 Max mana +67.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone magestaff of invocation (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +24 (+5 eff.) Spellpower/crit +10 Damage +30% arcane defense ------ Resistance +12% darkness +14% temporal Out-of-Phase Defense +21 Out-of-Phase Resistance +22% Out-of-Phase Resilience +21% other ------- Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 57.97 to 69.56 arcane damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
acidic voratun waraxe of ruin (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 231 damage over 5 turns and reducing armor and accuracy by 29 While equipped: offense ------ Physical Crit +15.0% Critical power +35.00% Ignore Armor +10 One-handed war axes. |
Whip of Urh'Rok (55-61 power, 0 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+3 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
noble's drakeskin leather belt of burglary1.0 Encumbrance T5 belt armor [Ego++] Master While equipped: Stats +5 Dex +6 Wil +13 Cun +9 Lck offense ------ Against +33% Summoned defense ------ Resist Against +33% Summoned Stealth +10 other ------- Disarm Traps +23 Infravision +6 A belt that goes around your waist. |
spiritwalker's hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +5 Wil +9 Mag offense ------ Spell Crit +4% other ------- Mana/turn +0.10 Max mana +25.00 A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+2 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
enveloping elven-silk cloak of conjuring (14 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Arcane/Master While equipped: offense ------ Spell Crit +5% Critical power +23.00% Spellpower +8 (+1 eff.) Damage +11% arcane Ignore resists +15% arcane defense ------ Defense +14 (+2 eff.) Physical save +14 (+6 eff.) other ------- Max mana +83.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of sorcery (3 def, 7 armour)2.0 Encumbrance T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +7% defense ------ Armor +7 Defense +3 (+0 eff.) Resistance +22% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
mindwoven elven-silk robe of the mountain (+25%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +5 (+1 eff.) Damage +25% physical defense ------ Resistance +15% all +25% physical Mind save +26 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Cun offense ------ Spell Crit +24% Spellpower +33 (+6 eff.) Damage +9% light +26% darkness defense ------ Resistance +15% all other ------- Mana/turn +0.25 Max mana +99.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Tulisathel (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +12 Dex +4 Cun +3 Con offense ------ Physical Crit +6.0% Critical power +20.00% Mindpower +33 (+8 eff.) defense ------ Armor +5 Fatigue +4% Resistance +12% lightning Physical save +9 (+4 eff.) Disarm Resist +22% Confus Resist +22% other ------- Psi when Hit +0.12 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of speed (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: defense ------ Armor +5 Silence Resist +42% Confus Resist +32% Stun Resist +37% A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +5 Silence Resist +38% Confus Resist +26% Stun Resist +47% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 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. |
undeterred pair of voratun boots of speed (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +5 Fatigue +4% Silence Resist +30% Confus Resist +36% Stun Resist +44% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +5 Fatigue +4% Silence Resist +32% Confus Resist +45% Stun Resist +43% other ------- Stamina/turn +0.80 Max stamina +32.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beyrion (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +7 Mag +1 Wil offense ------ Spellpower +15 (+3 eff.) On-Hit 5 nature Damage +5% nature defense ------ Armor +2 Resistance +7% nature other ------- Vim-on-crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Storm Bringer's Gauntlets. |
Will of Ul'Gruth (0 def, 15 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 4.0 Power cost 25 out of 25/25. Range 3 Cooldown: 11 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 163% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 19. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
heroic drakeskin leather gloves of strength (+4) (0 def, 9 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Str offense ------ Physical Power +14 (+7 eff.) defense ------ Armor +9 Mind save +9 (+3 eff.) Life +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane While equipped: Stats +3 Cun +4 Mag offense ------ Spell Crit +3% Spellpower +6 (+1 eff.) defense ------ Armor +3 Resistance +7% light +5% darkness other ------- Mana/turn +0.19 Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 151.65 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+0 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
The Black Crown (0 def, 15 armour)3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
aegis cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +2 (+0 eff.) Shield Power +7% Life Regen +2.60 A pointy cloth hat, very wizardly... This object's appearance was changed to Crown of Burning Pain. |
catburglar's voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +6 Dex defense ------ Armor +5 Fatigue +5% Resistance +21% darkness other ------- Infravision +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap of might (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +4 Str +3 Con offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +5 Fatigue +5% A cap made of leather. |
mindcaging drakeskin leather cap of constitution (+6) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master/Psionic While equipped: Stats +6 Con defense ------ Armor +5 Fatigue +5% Resistance +10% mind Mind save +20 (+6 eff.) Confus Resist +45% A cap made of leather. |
prismatic drakeskin leather armour of command (31 def, 15 armour)9.0 Encumbrance T5 light armor [Ego+] Arcane/Psionic While equipped: Stats +6 Cun defense ------ Armor +15 Defense +31 (+6 eff.) Fatigue +8% Resistance +16% light +17% darkness Mind save +22 (+6 eff.) A suit of armour made of leather. |
Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
9 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+4 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+2 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(148 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbrarip the dwarven lantern1.0 Encumbrance T5 lite [Rare] Master While equipped: offense ------ Damage +9% cold Ignore resists +15% all Ignore Armor +15 When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Resistance +12% temporal +12% nature +18% darkness other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% fire +6% cold +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 51.20 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
64 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
12 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 793.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pouch of the Subconscious (19/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Dimrain [power 550] (10/22 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: Stats +6 Cun +2 Con defense ------ Resistance +6% darkness Crit Resistance 10.00% other ------- Infravision +3 Blast the opponent's mind dealing 578 mind damage and silencing them for 4 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to reduce fatigue by 41% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing voratun torque of mindblast [power 355] (10/15 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 373 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
focusing voratun torque of mindblast [power 405] (10/15 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 425 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of mindblast [power 340] (10/21 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 357 mind damage and silencing them for 4 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of psionic shield [power 143] (10/28 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 143 for 5 turns Puts all charms on 28 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Emeloyavea the Shockshear [power 470] (10/25 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +8 Wil offense ------ Spellpower +34 (+6 eff.) Damage +24% arcane Ignore resists +28% lightning defense ------ Resistance +15% lightning Spell save +18 (+5 eff.) other ------- Mana/turn +0.12 Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 570 Armor: 35 All Resist: 44 Puts all charms on 25 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Boltprophet' [power 230] (10/15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +6 Str +5 Wil +4 Cun offense ------ Damage +9% lightning +12% fire other ------- Light +3 Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Void Shard2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 250.95 temporal and 286.80 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. |
evasive elven-wood wand of shielding [power 362] (10/20 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 693 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 20 turn cooldown 100% to gain a 19% 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. |
extending ash wand of shielding [power 200] (10/20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 383 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing dragonbone wand of shielding [power 458] (10/20 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 877 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 20 turn cooldown 100% to heal for 72. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
19 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 (Roguelike)
Found the mysterious staff and told Last Hope about it.By Sleege the Higher Archmage level 30
3rd Regrowth 123rd year of Ascendancy at 09:32 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sleege the Higher Archmage level 50
61st Pyre 124th year of Ascendancy at 02:02 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Sleege the Higher Archmage level 30
1st Regrowth 123rd year of Ascendancy at 11:26 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Sleege the Higher Archmage level 42
1st Pyre 124th year of Ascendancy at 07:57 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Sleege the Higher Archmage level 43
12nd Pyre 124th year of Ascendancy at 00:38 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Sleege the Higher Archmage level 33
73rd Regrowth 123rd year of Ascendancy at 08:36 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Sleege the Higher Archmage level 39
22nd Regrowth 124th year of Ascendancy at 07:14 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Sleege the Higher Archmage level 15
39th Dusk 122nd year of Ascendancy at 17:44 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Sleege the Higher Archmage level 32
69th Regrowth 123rd year of Ascendancy at 05:50 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Sleege the Higher Archmage level 48
35th Pyre 124th year of Ascendancy at 02:54 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Sleege the Higher Archmage level 50
3rd Flare 124th year of Ascendancy at 08:28 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Sleege the Higher Archmage level 19
64th Dusk 122nd year of Ascendancy at 14:58 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sleege the Higher Archmage level 31
61st Regrowth 123rd year of Ascendancy at 13:11 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Sleege the Higher Archmage level 50
60th Pyre 124th year of Ascendancy at 02:09 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Sleege the Higher Archmage level 50
5th Mirth 124th year of Ascendancy at 22:24 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sleege the Higher Archmage level 38
43rd Haze 123rd year of Ascendancy at 04:35 see stats
Level 10 (Roguelike)
Got a character to level 10.By Sleege the Higher Archmage level 10
2nd Summertide 122nd year of Ascendancy at 00:47 see stats
Level 20 (Roguelike)
Got a character to level 20.By Sleege the Higher Archmage level 20
66th Dusk 122nd year of Ascendancy at 21:00 see stats
Level 30 (Roguelike)
Got a character to level 30.By Sleege the Higher Archmage level 30
1st Regrowth 123rd year of Ascendancy at 08:32 see stats
Level 40 (Roguelike)
Got a character to level 40.By Sleege the Higher Archmage level 40
35th Regrowth 124th year of Ascendancy at 02:35 see stats
Level 50 (Roguelike)
Got a character to level 50.By Sleege the Higher Archmage level 50
36th Pyre 124th year of Ascendancy at 08:30 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Sleege the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:50 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Sleege the Higher Archmage level 50
73rd Pyre 124th year of Ascendancy at 10:48 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sleege the Higher Archmage level 50
76th Pyre 124th year of Ascendancy at 21:57 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Sleege the Higher Archmage level 48
34th Pyre 124th year of Ascendancy at 14:23 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Sleege the Higher Archmage level 16
51st Dusk 122nd year of Ascendancy at 10:43 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Sleege the Higher Archmage level 32
69th Regrowth 123rd year of Ascendancy at 07:17 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Sleege the Higher Archmage level 50
3rd Flare 124th year of Ascendancy at 08:27 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Sleege the Higher Archmage level 38
43rd Haze 123rd year of Ascendancy at 08:52 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Sleege the Higher Archmage level 50
3rd Flare 124th year of Ascendancy at 08:28 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Sleege the Higher Archmage level 50
5th Mirth 124th year of Ascendancy at 15:16 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Sleege the Higher Archmage level 34
32nd Dusk 123rd year of Ascendancy at 10:50 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Sleege the Higher Archmage level 29
10th Allure 123rd year of Ascendancy at 04:18 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Sleege the Higher Archmage level 19
65th Dusk 122nd year of Ascendancy at 15:03 see stats
Unstoppable (Roguelike)
Returned from the dead.By Sleege the Higher Archmage level 37
76th Dusk 123rd year of Ascendancy at 10:58 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Sleege the Higher Archmage level 29
1st Regrowth 123rd year of Ascendancy at 01:56 see stats
Log
Sleege deactivates Spellcraft.
Sleege activates Spellcraft.
Sleege deactivates Essence of Speed.
Sleege activates Essence of Speed.
Sleege deactivates Shielding.
Sleege activates Shielding.
Sleege deactivates Aether Permeation.
Sleege activates Aether Permeation.
Saving game...
Saving done.
Curse of Death from Argoniel hits Mirror Image (Sleege) for 0 darkness damage.
Weakness Disease from Argoniel hits Mirror Image (Sleege) for 0 blight damage.
Talent Lightning is ready to use.
Sleege picks up (T.): lifebinding dragonbone vilestaff of greater warding (30-36 power, 6 apr, blight element).
Ran for 3 turns (stop reason: taken damage).
Uruivellas's firestorm hits Sleege for (59 to time), 0 fire (0 total damage).
Uruivellas's firestorm hits High Sun Paladin Aeryn for 0 fire damage.
Sleege picks up (9.): stargazer's elven-silk robe of Linaniil (0 def, 0 armour).
Curse of Death from Argoniel hits Mirror Image (Sleege) for 0 darkness damage.
Weakness Disease from Argoniel hits Mirror Image (Sleege) for 0 blight damage.
Uruivellas's firestorm hits High Sun Paladin Aeryn for 0 fire damage.
Sleege uses Infusion: Movement.
Sleege is moving at extreme speed!
Saving game...
Saving done.
The furious lightning storm around Sleege calms down and disappears.
Sleege deactivates Tempest.
Sleege activates Tempest.

























































































































































































