











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Adventure |
| Sex | Male |
| Race | Drem |
| Class | Arcane Blade |
| Level / Exp | 29 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by greater multi-hued wyrm at level 28 on the 19th Stralite 123rd year of Ascendancy at 22:33 4 / 2Killed by orc high pyromancer at level 29 on the 20th Stralite 123rd year of Ascendancy at 08:43 |
Primary Stats
| Strength | 36 (base 13) |
| Dexterity | 36 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 113 (base 60) |
| Willpower | 30 (base 10) |
| Cunning | 90 (base 53) |
Resources
| Life | 731/731 |
| Mana | 428/428 |
| Stamina | 234/234 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325007 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10.000000000002% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 52.254036314199 |
| See Invisible | 53.254036314199 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 44 |
| Crit Chance | 28% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 44 |
| Crit Chance | 39% |
| APR | 21 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +13% |
| Lightning | +49% |
| Nature | +14% |
| Temporal | +15% |
| Blight | +6% |
| Arcane | +12% |
| Cold | +21% |
| All | 0% |
Offense: Damage Penetration
| Acid | +30% |
| Lightning | +60% |
| Physical | +45% |
| Fire | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 18 (55.65183292883%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 35 |
| Mental Save | 46 |
Defense: Resistances
| Physical | + 26%( 70%) |
| Lightning | + 44%( 70%) |
| Nature | + 36%( 70%) |
| Cold | + 24%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 23%( 70%) |
| Fire | + 21%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Confusion Resistance | 90% |
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 0% |
| Silence Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 281.93 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 113 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 320 damage for 5 turns. Its effects scale with your Constitution stat. |
| 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 665 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 10. Mobile Defense |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by barrow wight. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by venom drake hatchling. Escort: worried loremaster (level 2 of Dreadfell) | failed |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed xorn fragment. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose. 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 length of troll intestine. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. | active |
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! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Arcnull (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Move Speed +10% Ignore resists +25% lightning On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue -5% Resistance +3% fire Life +32.00 other ------- Stamina/turn +0.30 A pair of boots made of leather. |
| Light source | Cyroyawen2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Physical Power +5 (+3 eff.) Ignore resists +5% acid Ignore Armor +1 defense ------ Resistance +1% physical Mind save +6 (+2 eff.) Unlife -80.00 life other ------- Light +3 See Stealth +6 See Invisibility +7 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. |
| On head | 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 (+2 eff.) defense ------ Armor +6 Defense +3 (+1 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 50 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. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | overpowered dwarven-steel torque of psionic shield [power 137] (29 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 137 for 5 turns Puts all charms on 29 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Barunarikalthogorn0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Spell Crit +2% Spellpower/crit +10 Damage +15% temporal When Hit 4 temporal defense ------ Defense +8 (+2 eff.) Resistance +6% blight Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
| On fingers | Flashfame the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun offense ------ On-Hit 13 physical On-Ranged-Hit 20 physical Damage +6% lightning Ignore resists +20% fire +20% physical Accuracy +15 (+5 eff.) On-Hit (Melee): * 15% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 26 defense ------ Physical save +6 (+3 eff.) Unlife -80.00 life other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around neck | Spellblaze Echoes0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +8 (+2 eff.) Spellpower/crit +15 defense ------ Armor +6 Defense +6 (+2 eff.) Unleash a destructive wail, destroying terrain and dealing 665.57 physical damage (based on Magic) in a radius of 3. Uses 50 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
| In main hand | Salura (110% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 blight On Hit: 20% Epidemic level 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 31 While equipped: Stats +1 Mag offense ------ Spell Crit +2% Damage +12% arcane +6% blight defense ------ Resistance +5% arcane Disease Resist +15% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +60.00 One-handed war axes. |
| Around waist | Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 382, based on Magic) for 10 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | cashmere cloak 'Blastvault' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +12% lightning +9% cold Ignore resists +10% lightning When Hit 10 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Defense +2 (+1 eff.) Resistance +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven silk robe of nature (+7%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats +6 Str +5 Mag +6 Wil offense ------ Damage +16% lightning +13% physical +14% nature +12% cold defense ------ Resistance +7% lightning +7% cold +21% nature +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 280; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 280 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 762%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 762% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 159; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 23%; physical; dur 2; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 34%; mental; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 15; cd 10)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 17; resist 17%; move 50%; dur 5; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 50% faster, and you are invisible (power 17). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 80; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 133; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 133 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 5; blocks 5; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 5 up to 5 times. 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. |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
Xekira0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +6 Mag +8 Wil defense ------ Resistance +9% lightning +6% cold Amulets make your neck look great! |
Yarulen the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Dex +5 Mag offense ------ Critical power +5.00% Mindpower +10 (+4 eff.) Spellpower/crit +4 Ignore resists +25% physical other ------- Mana/turn +0.20 Max mana +40.00 Amulets make your neck look great! |
gold amulet 'Boltpower'0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +4 Wil offense ------ Physical Power +7 (+4 eff.) Mindpower +8 (+3 eff.) Spellpower/crit +4 Combat Speed +10% Damage +7% physical defense ------ Resistance +3% blight +3% temporal +3% light +6% darkness Mind save +8 (+2 eff.) Life +20.00 Confus Resist +14% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.15 Max mana +26.00 Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
grounding copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
insulating gold amulet of constitution (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +19% fire +15% cold Amulets make your neck look great! |
wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +5 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
savior's steel ring of arcana (+0.13/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Silence Resist +21% other ------- Mana/turn +0.13 Rings make your fingers look great! |
steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
wizard's steel ring of arcana (+0.17/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Silence Resist +25% other ------- Mana/turn +0.17 Rings make your fingers look great! |
Cuthihell (107% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Con offense ------ Ignore resists +9% physical Accuracy +10 (+3 eff.) Ignore Armor +7 defense ------ Resistance +6% mind +3% blight Unlife -60.00 life Stun Resist +10% Knockbk Resist +20% other ------- Max stamina +30.00 Sharp, short and deadly. |
Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Darkness Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Light Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
acidic dwarven-steel dagger of shearing (119% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 While equipped: offense ------ Ignore resists +7% all Accuracy +11 (+4 eff.) Ignore Armor +8 Sharp, short and deadly. |
chilling steel dagger of evisceration (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 cold On Critical: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +8 (+4 eff.) Sharp, short and deadly. |
plaguebringer's steel dagger of massacre (118% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic level 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 31 While equipped: defense ------ Disease Resist +14% Sharp, short and deadly. |
slime-covered dwarven-steel dagger of crippling (117% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Disrupt/Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 7% chance to slow global speed by 53% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, short and deadly. |
steel dagger 'Halodas' (108% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 108% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 temporal While equipped: Stats +4 Con +4 Wil offense ------ Critical power +15.00% defense ------ Resistance +10% temporal other ------- Light +3 See Invisibility +6 Sharp, short and deadly. |
truestriking stralite dagger of erosion (132% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 133% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +13 nature While equipped: offense ------ Ignore resists +13% physical Accuracy +12 (+4 eff.) Ignore Armor +8 Sharp, short and deadly. |
Genocide (152% power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Glibeth the dwarven-steel greatsword (146% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Arcane Weapon Damage 146% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +13 temporal On-Hit, radius 1 +20 acid On Hit: * 20% chance to reduce armor by 41% While equipped: Stats +2 Dex +3 Mag +4 Cun offense ------ When Hit 4 arcane defense ------ Resistance +12% temporal Crit Resistance 15.00% Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 161% Range: 1.0x-1.6x Uses 129% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
balanced stralite greatsword of disruption (158% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Disrupt/Master Weapon Damage 158% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% Damage Against +26% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +12 (+3 eff.) Disarm Resist +39% Massive two-handed swords. |
ranger's elven-wood longbow of dexterity (+12)4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +12 Dex offense ------ Ignore resists +9% physical Longbows are used to shoot arrows at your foes. |
Sword of Potential Futures (133% power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Weapon Damage 134% Range: 1.0x-1.4x Uses 20% Mag, 80% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Vorunor (139% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +11 darkness +12 acid Damage Against +9% Living On Hit: * 25% chance for lightning to strike from the target to a second target dealing 111 damage While equipped: offense ------ When Hit 4 acid defense ------ Resistance +12% acid Sharp, long, and deadly. |
truestriking dwarven-steel longsword of corruption (126% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: 20% Curse of Death level 3 While equipped: offense ------ Ignore resists +5% physical Accuracy +9 (+3 eff.) Ignore Armor +6 Sharp, long, and deadly. |
hateful stralite mace of paradox (148% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego] Arcane/Psionic Weapon Damage 148% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +5 darkness +9 temporal Damage Against +6% Living While equipped: defense ------ Resistance +9% temporal Blunt and deadly. |
steel mace of crippling (111% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Master Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Blunt and deadly. |
ranger's hardened leather sling of cold4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +8 cold While equipped: Stats +3 Dex offense ------ Damage +11% cold Slings are used to hurl stones or metal shots at your foes. |
magewarrior's short elven-wood magestaff of illumination (129% power, 5 apr, cold element)5.0 Encumbrance T4 staff 1H weapon [Ego+] Nature/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +7% Physical Power +9 (+5 eff.) Spellpower +21 (+5 eff.) Damage +25% cold Accuracy +8 (+3 eff.) defense ------ Defense +5 (+1 eff.) other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 2.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 127.03 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (140% power, 4.5 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 141% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Rhymnir the Crackleworm (122% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Nature Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 fire +9 nature +16 cold On-Hit, radius 1 +8 cold On-crit, radius 2 +8 lightning While equipped: defense ------ Resistance +18% lightning +6% fire One-handed war axes. |
Turodir (105% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +8 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 111 damage While equipped: Stats +2 Mag +6 Wil +3 Cun +5 Con defense ------ Resistance +5% arcane One-handed war axes. |
truestriking dwarven-steel waraxe of crippling (120% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Ignore resists +7% physical Accuracy +5 (+2 eff.) Ignore Armor +6 One-handed war axes. |
Eilinonn the Sparkfear1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +3% lightning +18% temporal Ignore resists +20% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 defense ------ Life +45.00 A belt that goes around your waist. |
Nimbustitan the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +9% lightning +3% nature Ignore resists +5% darkness When Hit 2 lightning defense ------ Resistance +6% blight +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ematha the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Crit +4.0% Critical power +25.00% Damage +9% physical defense ------ Defense +1 (+0 eff.) Resistance +12% nature +11% blight Life Regen +2.00 Healmod +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintvengeance the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +1 Dex +3 Con offense ------ Damage +3% light +9% cold Ignore resists +15% light Accuracy +17 (+6 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Unlife -60.00 life Life +59.00 other ------- Max stamina +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of frost (+18%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% cold defense ------ Resistance +11% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of lightning (+22%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +15% lightning defense ------ Resistance +22% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +5% Spellpower +6 (+1 eff.) Damage +7% acid +9% physical +7% light +11% fire +5% darkness +7% cold defense ------ Resistance +11% acid +12% physical +11% fire +11% cold +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +8% nature defense ------ Resistance +13% blight +11% all Life +54.00 Life Regen +1.70 Healmod +16% Poison Resist +23% Disease Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cobrabrand the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Cun +2 Con offense ------ Mind Crit +3% When Hit 2 nature defense ------ Armor +1 Physical save +12 (+6 eff.) Mind save +11 (+3 eff.) A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Cun +3 Dex offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +6 defense ------ Armor +4 Fatigue +3% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 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. |
fleetfooted pair of dwarven-steel boots (10 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +4 Dex defense ------ Armor +4 Defense +10 (+3 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of hardened leather boots (1 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +6 Dex defense ------ Armor +3 Defense +1 (+0 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Yvyna' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Cun +3 Dex offense ------ Mind Crit +2% defense ------ Armor +3 Resistance +5% arcane +15% mind Mind save +18 (+6 eff.) Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 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. A pair of boots made of leather. |
hardened leather gloves 'Darkresolve' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Damage +18% mind Accuracy +7 (+2 eff.) When Hit 6 darkness defense ------ Armor +2 Physical save +7 (+3 eff.) Mind save +8 (+2 eff.) Disarm Resist +33% other ------- EQ when Hit +0.32 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. |
stone warden's dwarven-steel gauntlets of dexterity (+2) (0 def, 7 armour) =6 CON=1.5 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +6 Con offense ------ Accuracy +12 (+4 eff.) defense ------ Armor +7 Hardiness +6% Fatigue +3% Resistance +6% physical 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. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
dwarven-steel helm 'Stokewill' (5 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +3 Mag offense ------ Critical power +15.00% Damage +3% physical When Hit 2 fire defense ------ Armor +4 Defense +5 (+1 eff.) Fatigue +4% Physical save +16 (+8 eff.) Unlife -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather cap of dexterity (+3) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +3% Resistance +10% lightning +8% temporal A cap made of leather. |
hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Tarridar (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life +20.00 Poison Resist +10% Confus Resist +20% other ------- Max mana +40.00 A suit of armour made of mail. |
searing stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Arcane While equipped: offense ------ On-Hit 13 acid 20 fire When Hit 9 acid 12 fire defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +19% acid +12% fire A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
reinforced leather armour of the deep (12 def, 10 armour)9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: defense ------ Armor +10 Defense +12 (+3 eff.) Fatigue +8% Resistance +9% acid +9% cold other ------- Breathe water A suit of armour made of leather. |
dwarven-steel plate armour of command (7 def, 16 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego+] Psionic While equipped: Stats +1 Cun defense ------ Armor +16 Defense +7 (+2 eff.) Fatigue +22% Mind save +17 (+5 eff.) A suit of armour made of metal plates. |
fortifying dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego+] Master While equipped: Stats +5 Str +4 Con defense ------ Armor +11 Fatigue +22% Life +39.00 A suit of armour made of metal plates. |
8 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. |
206 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
3 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. |
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. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 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. |
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. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Gloompall the brass lantern =6 CON=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +6 Con +6 Wil offense ------ Critical power +15.00% Damage +6% mind Ignore resists +5% darkness 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. |
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.(84 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 135.00 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
preserving alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con defense ------ Resistance +6% blight +3% all Spell save +8 (+4 eff.) Life Regen +2.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.6 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 198.10 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 163% of the healing done. This effect scales with your Magic stat.. Uses 63 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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. |
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. |
cleansing steel torque of psionic shield [power 47] (21 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 21 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
quick iron torque of psionic shield [power 21] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 21 for 5 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
11 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. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+6 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 107 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 29 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
cleansing elven-wood wand of clairvoyance [power 12] (13 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 12, power 92 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing yew wand of shielding [power 254] (17 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to heal for 65. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
18 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. |
5 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. |
10 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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Rorg the Drem Arcane Blade level 23
20th Steel 123rd year of Ascendancy at 05:33 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Rorg the Drem Arcane Blade level 14
22nd Wealth 122nd year of Ascendancy at 23:30 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Rorg the Drem Arcane Blade level 23
14th Steel 123rd year of Ascendancy at 01:10 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Rorg the Drem Arcane Blade level 18
33rd Dearth 122nd year of Ascendancy at 04:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Rorg the Drem Arcane Blade level 10
28th Voratun 122nd year of Ascendancy at 03:54 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Rorg the Drem Arcane Blade level 20
39th Dearth 122nd year of Ascendancy at 13:50 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Rorg the Drem Arcane Blade level 20
27th Shortage 122nd year of Ascendancy at 22:06 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Rorg the Drem Arcane Blade level 19
35th Dearth 122nd year of Ascendancy at 10:49 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Rorg the Drem Arcane Blade level 19
35th Dearth 122nd year of Ascendancy at 06:56 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Rorg the Drem Arcane Blade level 13
6th Wealth 122nd year of Ascendancy at 05:52 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Rorg the Drem Arcane Blade level 10
2nd Profit 122nd year of Ascendancy at 03:40 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Rorg the Drem Arcane Blade level 26
8th Stralite 123rd year of Ascendancy at 07:54 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Rorg the Drem Arcane Blade level 17
25th Dearth 122nd year of Ascendancy at 05:40 see stats
Log
Rorg the level 29 drem arcane blade was burnt to death by an orc high pyromancer on level 8 of Dreadfell.
The furious lightning storm around Rorg calms down and disappears.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Burning from Orc high pyromancer killed Rorg!
Saving game...
Resting starts...
Talent Inner Power is ready to use.
Talent Arcane Feed is ready to use.
Talent Arcane Combat is ready to use.
Talent Flurry is ready to use.
Talent Shock Hands is ready to use.
Talent Feather Wind is ready to use.
Talent Shielding is ready to use.
Talent Thunderstorm is ready to use.
Talent Arcane Shield is ready to use.
Talent Precise Strikes is ready to use.
Talent Frenzy is ready to use.
Rested for 44 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.





















































































































































