









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Golem Can Pass 1.6.0Fixes an apparent bug in game releases 1.6.0 thru 1.7.6, restoring the ability of Alchemist golems (and other NPCs) to displace and push past non-hostile NPCs. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate/hope that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Nekarcos's Quality of Life 06: Wait-Time and Real-Time (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Race: Leprechaun 1.7.4Adds leprechauns as a new race. They are especially lucky and cunning magical halflings. Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck Racial talent tree: https://github.com/Werekracken/tome-leprechaun Changelog Runed Shields 1.7.4Adds the 'Runed Shield' ego for shields, which grants a chance to cast spells on block. This can only trigger once per turn. Buy Survival category in Last Hope 1.7.4Lets you buy Cunning/Survival at the weapon shops in Last Hope. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Naloren pack no NPC psions 1.7.0Prevents the psion class from nsrr's Naloren pack from spawning on enemies (on my last characters half of all rares that were a threat to me were psions) Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Items Vault 1.7.6Donators/Buyers bonus! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Necro Escort 1.7.2Adds a necromancer escort. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Anteroom at lvl 25 1.7.4All this addon does is make Anteroom of Agony not abduct you before lvl 25. Smarter Rest 1.7.6æșèœäŒæŻïŒ Rest becomes smarter: Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. 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 Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: |
Campaign | quick |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Doombringer |
Level / Exp | 50 / 6474% |
Size | medium |
Lifes / Deaths | Killed by Poltergeist Crooked Club at level 29 on the 56th Quantumnal 1337th year of Ascendancy at 04:12 6 / 1 |
Primary Stats
Strength | 74 (base 60) |
Dexterity | 63 (base 39) |
Constitution | 44 (base 32) |
Magic | 93 (base 60) |
Willpower | 27 (base 10) |
Cunning | 82 (base 47) |
Resources
Life | 1572/1572 |
Stamina | 326/326 |
Vim | 173/176 |
Healing Factor | 1.445500746552 |
Regeneration | 40.835396090093 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +119.41616685128% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 41.444544830989 |
See Invisible | 41.444544830989 |
Offense: Mainhand
Damage | 210 |
Accuracy | 64 |
Crit Chance | 82% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Blight | +25% |
Arcane | +16% |
Cold | +13% |
All | +7% |
Lightning | +28% |
Physical | +60% |
Darkness | +19% |
Fire | +81% |
Nature | +32% |
Offense: Damage Penetration
Lightning | +25% |
Temporal | +15% |
Darkness | +8% |
Arcane | +25% |
Fire | +49% |
Nature | +3% |
Defense: Base
Armour (hardiness) | 78.446146463914 (100%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 51 |
Mental Save | 39 |
Defense: Resistances
Acid | + 47%( 70%) |
Physical | + 70%( 70%) |
Cold | + 46%( 70%) |
All | + 42%( 70%) |
Darkness | + 70%( 70%) |
Light | + 47%( 70%) |
Temporal | + 36%( 70%) |
Fire | + 70%( 70%) |
Mind | + 48%( 70%) |
Defense: Immunities
Teleport Resistance | 0% |
Silence Resistance | 69% |
Instadeath Resistance | 100% |
Confusion Resistance | 50% |
Knockback Resistance | 20% |
Stun Resistance | 100% |
Poison Resistance | 21% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 565 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 530 damage for 6 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 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 3 turns and blocking 60 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. |
Class Talents
Corruption / Wrath | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Corruption / Shadowflame | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Corruption / Fearfire | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Elemental Discord |
talent | Eternal Suffering |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
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. | active |
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. | active |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. You defeated a host of orcs. Another lies ahead. You defeated another host of orcs. Ahead lies your fate. Elandar lies defeated. Argoniel lies defeated. The operation was a success! Speak with Zemekkys to learn more about your fate. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +12 Lck +5 Dex dps ---------- Spell.crit +3% Melee Ret 4 acid ----- def ----- Armour +5 Fatigue -9% Phys.save +13 (+4 eff.) Spell.save +9 (+3 eff.) Stealth +15 Silence- +49% Confus- +50% Stun/Frz- +50% ---------- misc Max.enc +49 Mana/s.crit +2.00 Max.vim +50.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Arcane/Master While equipped: ---------- misc Light +7 Unleash enveloping darkness, inflicting 257.04 Darkness damage in radius 3 (based on Magic), possibly blinding creatures in the area for 6 turns. Uses 19 power out of 30/30 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% blight +19% physical ----- def ----- Defense +40 (+11 eff.) Resists +19% physical +12% mind +21% darkness Die.at -40.00 life Max.HP +120.00 Blind- +24% Disease- +24% Stun/Frz- +24% ---------- misc Max.stam +37.47 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +8 Cun dps ---------- Crit.mult +15.00% Res.pen +25% arcane ----- def ----- Armour +6 Spell.save +18 (+6 eff.) Knockbk- +20% ---------- misc Stam/turn +3.00 Psi/ret +0.12 Blast the opponent's mind dealing 465 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% acid +11% fire +11% cold Res.pen +3% nature ----- def ----- Resists +9% acid +22% fire +28% cold Poison- +21% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +82.00 HP.reg +18.00 Heal.mod +20% Stun/Frz- +60% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% physical Acc +25 (+7 eff.) Melee Ret 6 physical ----- def ----- Armour +4 Phys.save +10 (+3 eff.) Spell.save +6 (+2 eff.) Die.at -40.00 life Silence- +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Ego++] Arcane Power 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Against +26% Undead On Hit: * Create an explosion dealing 102 fire damage (1/turn) On Crit: * Strike your target with a blast of Light dealing 167 damage (based on Strength and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 41 for the duration. While equipped: dps ---------- Crit.mult +24.00% Dmg.mod +40% fire Res.pen +40% fire Massive two-handed battleaxes. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Cun +9 Mag dps ---------- Phys.crit +20.0% Spell.crit +11% Mind.crit +20% Crit.mult +13.00% Dmg.mod +9% arcane +21% lightning Res.pen +25% lightning +15% temporal ----- def ----- Armour +3 Fatigue +5% Resists +9% light +10% darkness ---------- misc Infravis +2 Unarmed combat: Power 35.5 - 49.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +19.0% Atk.spd 83% Melee+ +19 arcane On Crit.r2 +11 arcane +50 light +41 darkness On Crit: 20% Cripple 5 Starfall: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 83.28 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Nature While equipped: dps ---------- Dmg.mod +25% nature +25% physical ----- def ----- Armour +20 Hardiness +10% Defense +15 (+4 eff.) Fatigue +10% Resists +25% fire +25% physical Blind- +50% ---------- misc Masteries +0.20 Wild-gift/Sand drake aspect +0.20 Wild-gift/Harmony Burrow: Level 6.0 Pwr.cost 13 out of 20/20. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Allows you to burrow into earthen walls for 7 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Tough but flexible scales of a huge sandwurm have been rivetted together to make this massive armour. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Master While equipped: Stats +5 Dex +5 Wil +5 Cun +4 Con dps ---------- Mov.spd +30% Dmg.mod +12% darkness +13% fire Res.pen +8% darkness +9% fire ----- def ----- Defense +3 (+1 eff.) Fatigue -7% HP.reg +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod -5% cold +10% fire ----- def ----- Resists -20% cold +20% fire Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. This item has been sent to the Item's Vault. |
Inventory
![]() 2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -394 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 394 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 528% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 237.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 159 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +6% nature +5% physical Max.HP +11.00 HP.reg +2.00 ---------- misc Mana/turn +0.10 Max.mana +21.00 Amulets make your neck look great! |
Ardent Watcher Ardent Watcher0.1 T2 amulet jewelry [Unique] Arcane While equipped: Stats +3 Mag +6 Wil dps ---------- Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Dmg.mod +5% blight +5% fire Against +20% Demon ----- def ----- Resists +7% arcane ---------- misc Telepathy Demon Telpty rng +12 Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 39 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 7 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 516.35 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Resists +7% acid ---------- misc Masteries +0.40 Corruption/Torture +0.40 Corruption/Brutality Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Res.Cap +4% all Phys.save +16 (+5 eff.) ---------- misc Masteries +0.30 Corruption/Vile life +0.30 Corruption/Fearfire Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +8 Cun +16 Con dps ---------- Mov.spd +10% Res.pen +7% acid +7% blight Melee Ret 10 bleed ----- def ----- Fatigue -6% HP.reg +4.00 ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +7 Str +7 Dex +7 Wil ---------- misc Masteries +0.40 Corruption/Wrath +0.40 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Resists +5% bleed Phys.save +6 (+2 eff.) HP.reg +2.00 Cut- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 12.68 cold and 17.95 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 39 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Mag +3 Con dps ---------- Melee Ret 6 acid ----- def ----- Crit.chn- 5.00% Max.HP +20.00 Disarm- +27% Pinning- +26% Knockbk- +25% ---------- misc Max.psi +40.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +12% light On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Resists +3% acid +9% mind +6% light +24% nature Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 198.64 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. |
![]() 0.1 T5 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+3 eff.) HP.reg +4.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +15% darkness ----- def ----- Defense +12 (+4 eff.) Resists +30% darkness Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 129 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 150% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+5 eff.) Absorb energies. Uses 642 power out of 1000/1000 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. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Master Power 58.0 - 87.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +18.0% Atk.spd 100% On Hit: * Create an explosion dealing 102 fire damage (1/turn) On Crit: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. While equipped: dps ---------- Dmg.mod +24% fire Res.pen +24% fire Massive two-handed battleaxes. |
Whisper of Dusk (46-73 power, 10 apr) Whisper of Dusk (46-73 power, 10 apr)3.0 T3 greatsword 2H weapon [Unique] Master Power 46.0 - 73.6 Physical Uses 50% Dex, 50% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +14.0% Atk.spd 120% On Crit.r2 +17 phys.bleed While equipped: Stats +3 Cun +3 Dex ----- def ----- Fatigue -14% Proj.slow +17% Dusk's Whisper: Level 3.0 Pwr.cost 17 out of 50/50. Range 6 Travel.spd 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 98% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 61.0 - 97.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +47 fire While equipped: dps ---------- Phys.crit +14.0% Crit.mult +47.00% All.spd +7% Res.pen +31% fire Apr +13 Massive two-handed swords. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 33 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 42.50 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+6 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+13 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego++] Arcane While equipped: Stats +4 Str +6 Dex +10 Mag +7 Wil dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +4% Phys.pwr +17 (+4 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +14 (+6 eff.) ----- def ----- Armour +13 Fatigue +22% Resists +17% lightning Spell.save +10 (+4 eff.) A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +25% fire +10% cold Melee Ret 4 light ----- def ----- Resists +6% light Phys.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +30% lightning +12% mind Res.pen +15% lightning +15% light On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +9% lightning ---------- misc Light +2 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +6 Cun +5 Con dps ---------- Phys.crit +10.0% Mind.crit +12% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +8 Defense +23 (+6 eff.) Phys.save +6 (+2 eff.) Mind.save +11 (+4 eff.) Stealth +15 Die.at -40.00 life ---------- misc Light +3 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +25% fire ----- def ----- Defense +5 (+2 eff.) Resists +10% lightning +10% light +10% darkness +10% cold +20% fire +10% all Affinity +20% fire Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Cycle phase between Fire, Light, Cold, Lightning, and Darkness in order each turn. Deals extra 71 damage of the current phase to targets taking damage from you (scales with Magic, once per target per turn). Current phase: Fire A sheet of fabric that periodically shifts colors. |
![]() 2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +7 Wil +4 Cun dps ---------- Dmg.mod +10% darkness +11% fire Res.pen +8% darkness +10% fire ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +7 Fatigue -7% Resists +1% physical +6% temporal Phys.save +8 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.enc +31 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +31% Confus- +26% Pinning- +13% Stun/Frz- +42% Knockbk- +15% Blinding Speed: (Instant) Puts all charms on 26 cooldown Level 1.3 Pwr.cost 26 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 16% for 5 turns. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+3 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 3.0 Pwr.cost 20 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 24.99 blight damage and is poisoned for 99.94 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 29%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 26% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 fire Dmg.mod +7% fire Acc +12 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness +7% fire ---------- misc Infravis +2 Unarmed combat: Power 28.5 - 39.9 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +17.0% Atk.spd 83% Melee+ +15 darkness On Crit.r2 +8 fire On Hit: 10% Fire Breath 5 On Crit: 10% Dominate 5 Track: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Defense +2 (+1 eff.) Resists +15% fire +5% arcane +5% physical Max.HP +20.00 Heal.mod +15% ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +6% cold Res.pen +5% blight ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +9% cold ---------- misc Psi/turn +0.11 Light +2 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% physical Acc +30 (+8 eff.) Melee Ret 6 fire 4 physical ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/turn +3.00 Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 13.33% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +8 Str +4 Wil +2 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Mind.save +10 (+3 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Astrion's Eye Astrion's Eye1.0 T2 lite [Unique] Nature While equipped: Stats +2 Cun dps ---------- Melee+ 11 frost burn Ranged+ 12 frost burn Against +7% Elemental ----- def ----- Crit.chn- 15.00% Affinity +5% cold Phys.save +12 (+4 eff.) Heal.mod +25% ---------- misc Light +3 A glowing blue crystal said to have been once been part of a powerful ice elemental. |
![]() 1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Affinity +5% fire +5% temporal ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 17 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 254.63 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 254.63 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 T5 digger tool [Ego+] Nature While equipped: Stats +3 Str ----- def ----- Phys.save +10 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +13 (+4 eff.) Max.HP +67.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Dissipation (1/1) Rod of Dissipation (1/1)2.0 rod charm [Unique] Arcane Rune: Dissipation: Level 1.0 Pwr.cost 13 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. A golden-hued rod given to you by Linaniil, with an elaborate rune inscribed on it near the top end. In the vicinity of the rune, magic feels slightly unstable. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 power out of 335/400 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. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% cold Res.pen +10% cold Melee Ret 4 cold ---------- misc Light +2 See.Invis +12 Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 696 physical damage Puts all charms on 10 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 23% for 2 turns. 100% to reduce fatigue by 42% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 524 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Q.U.I.C.K.
The final anomaly has been prevented and the timeline is secure.
The Keepers of Reality will take care of any remaining loose ends.
You have done all they could have hoped, and more.
You may continue playing and enjoy the rest of time.
Achievements
By Flamazon the Cornac Doombringer level 50
75th Quantumnal 1337th year of Ascendancy at 23:53 see stats
By Flamazon the Cornac Doombringer level 48
63rd Quantumnal 1337th year of Ascendancy at 11:03 see stats
By Flamazon the Cornac Doombringer level 36
59th Quantumnal 1337th year of Ascendancy at 05:17 see stats
By Flamazon the Cornac Doombringer level 46
62nd Quantumnal 1337th year of Ascendancy at 04:12 see stats
By Flamazon the Cornac Doombringer level 50
67th Quantumnal 1337th year of Ascendancy at 08:58 see stats
By Flamazon the Cornac Doombringer level 50
67th Quantumnal 1337th year of Ascendancy at 00:15 see stats
By Flamazon the Cornac Doombringer level 10
44th Quantumnal 1337th year of Ascendancy at 13:59 see stats
By Flamazon the Cornac Doombringer level 20
50th Quantumnal 1337th year of Ascendancy at 12:07 see stats
By Flamazon the Cornac Doombringer level 30
56th Quantumnal 1337th year of Ascendancy at 05:27 see stats
By Flamazon the Cornac Doombringer level 40
60th Quantumnal 1337th year of Ascendancy at 03:54 see stats
By Flamazon the Cornac Doombringer level 50
64th Quantumnal 1337th year of Ascendancy at 13:08 see stats
By Flamazon the Cornac Doombringer level 42
61st Quantumnal 1337th year of Ascendancy at 04:53 see stats
By Flamazon the Cornac Doombringer level 30
56th Quantumnal 1337th year of Ascendancy at 11:39 see stats
By Flamazon the Cornac Doombringer level 43
61st Quantumnal 1337th year of Ascendancy at 09:39 see stats
By Flamazon the Cornac Doombringer level 28
55th Quantumnal 1337th year of Ascendancy at 03:27 see stats
By Flamazon the Cornac Doombringer level 33
59th Quantumnal 1337th year of Ascendancy at 01:12 see stats
Log
You gain 3.25 gold from the transmogrification of insulating pair of voratun boots of deftness (17 def, 5 armour).
You gain 9.58 gold from the transmogrification of ruinous dawn's drakeskin leather belt of the vagrant.
You gain 3.30 gold from the transmogrification of cleansing voratun plate armour of lightning resistance (0 def, 16 armour).
You gain 5.96 gold from the transmogrification of ceremonial voratun plate armour (0 def, 16 armour).
You gain 8.60 gold from the transmogrification of defiant voratun mail armour of implacability (5 def, 16 armour).
You gain 2.96 gold from the transmogrification of mindwoven elven-silk robe of power (0 def, 0 armour).
You gain 9.88 gold from the transmogrification of hellwrought elven-silk robe of nature (+36%) (0 def, 0 armour).
You gain 5.76 gold from the transmogrification of drakeskin leather sling of piercing.
You gain 13.52 gold from the transmogrification of runic dragonbone longbow of enduring.
You gain 5.54 gold from the transmogrification of hateful voratun waraxe of torment (41-57 power, 6 apr).
You gain 9.45 gold from the transmogrification of caustic voratun waraxe (39-55 power, 6 apr).
You gain 25.00 gold from the transmogrification of Thunderfall (50-70 power, 6 apr).
You gain 4.35 gold from the transmogrification of quick voratun longsword of projection (41-58 power, 6 apr).
You gain 8.01 gold from the transmogrification of imbued dragonbone magestaff of protection (45-54 power, 6 apr, arcane element).
You gain 9.20 gold from the transmogrification of imbued dragonbone magestaff of illumination (45-54 power, 6 apr, fire element).
You gain 14.85 gold from the transmogrification of dragonbone starstaff of the prodigy (45-54 power, 6 apr, light element).
You gain 1.52 gold from the transmogrification of movement infusion (speed 495%; cd 10).
Saving game...
Saving done.
Saving game...
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Saving done.
You transfer Dawn's Blade (50-70 power, 7 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
=====================
QUICK Campaign Zones
=====================
Ruins of Kor'Pul
Rhaloren Camp: Overground
Sandworm lair
Old Forest
Dreadfell
Grushnak Pride
Rak'shor Pride
Finale
=====================
QUICK Campaign Perks
=====================
1: Rune: Shatter Afflictions
2: Talents: Vitality/Unflinching Resolve
3: Artifact: Bloodcaller
4: Sandqueen Heart: Corrupt
5: Rod of Dissipation
6: Finale: Increased Resistances
7: Rune: Reflection
8: Alchemists: Elixir of Invulnerability