











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Shadowblade |
| Level / Exp | 50 / 2619% |
| Size | medium |
| Lifes / Deaths | Killed by radiant horror at level 50 on the 33rd Profit 123rd year of Ascendancy at 22:33 / 1 |
Primary Stats
| Strength | 64 (base 37) |
| Dexterity | 103 (base 62) |
| Constitution | 47 (base 32) |
| Magic | 72 (base 31) |
| Willpower | 25 (base 10) |
| Cunning | 108 (base 66) |
Resources
| Life | 1806/1806 |
| Mana | 349/349 |
| Stamina | 356/356 |
| Healing Factor | 1.4623364354648 |
| Regeneration | 38.728115798499 |
Speed
| Mental | +48.24582049534% |
| Attack | 0% |
| Movement | 0% |
| Spell | +18.24582049534% |
| Global | +126% |
Vision
| Sight | 10 |
| Lite | -986 |
| Infravision | 5 |
| See Stealth | 46.254036314199 |
| See Invisible | 46.254036314199 |
| Stealth | 44 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 107 |
| Crit Chance | 93% |
| APR | 73 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 108 |
| Accuracy | 107 |
| Crit Chance | 95% |
| APR | 42 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 51% |
| Speed | 0.8456958527675 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +34% |
| Mind | +25% |
| All | +7% |
| Lightning | +13% |
| Light | +42% |
| Temporal | +67% |
| Physical | +127% |
| Fire | +28% |
| Darkness | +54% |
Offense: Damage Penetration
| Acid | +35% |
| Arcane | +50% |
| Cold | +45% |
| All | +25% |
| Lightning | +45% |
| Light | +35% |
| Temporal | +40% |
| Physical | +78% |
| Mind | +40% |
Defense: Base
| Armour (hardiness) | 51 (50.65183292883%) |
| Defense | 92 |
| Ranged Defense | 92 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 39 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 52%( 70%) |
| All | + 32%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 68%( 70%) |
| Physical | + 55%( 70%) |
| Darkness | + 66%( 70%) |
| Fire | + 48%( 70%) |
| Mind | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 58% |
| Disarm Resistance | 41% |
| Instadeath Resistance | 100% |
| Silence Resistance | 42% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: 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 63 up to 8 times. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 955% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Phantasmal Shield |
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Essence of Speed |
| talent | Stealth |
| talent | Chant of Fortress |
| talent | Trained Reactions |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 9.2 and stamina regeneration by 2.2. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 76% chance to deflect up to 30 damage from the next 3.1 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by skeleton magus. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Bethovea the black bear. Escort: lost sun paladin (level 4 of Old Forest) | failed |
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 talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by Elemivea the polar bear. Escort: lost tinker (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2819. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Lisoreta the pair of drakeskin leather boots (20 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Res.pen +13% physical ----- def ----- Armour +5 Defense +20 (+4 eff.) Resists +6% blight +3% fire +3% mind +6% cold Max.HP +20.00 Silence- +42% Confus- +48% Stun/Frz- +32% ---------- misc Stam/turn +1.10 Max.stam +29.00 A pair of boots made of leather. |
| Light source | Nerythra the Rainnail1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Dmg.mod +12% arcane Res.pen +10% arcane Melee Ret 6 arcane 6 cold ----- def ----- Resists +5% arcane +12% cold Max.HP +73.00 ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Falydig the Blazemoon (3 def, 0 armour)2.0 T5 head armor [Random Unique] Psionic While equipped: dps ---------- Mind.crit +8% Mind.pwr +18 (+6 eff.) Dmg.mod +32% physical +38% darkness +21% fire Res.pen +10% acid ----- def ----- Defense +3 (+0 eff.) Resists +28% physical +38% darkness +15% fire ---------- misc Equi/ret +2.90 Psi/ret +2.30 Hate/ret +2.90 Max.hate +27.00 A pointy cloth hat, very wizardly... |
| On hands | Samoneg the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +12 Dex +7 Mag +7 Cun dps ---------- Phys.crit +13.0% Spell.crit +13% Mind.crit +12% Crit.mult +8.00% Dmg.mod +9% mind Acc +28 (+4 eff.) Apr +12 ----- def ----- Armour +3 Fatigue +5% Mind.save +18 (+6 eff.) Unarmed combat: Power 39.5 - 55.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +17 Apr +24 Crit +30.0% Atk.spd 83% On Hit: 15% Perfect Strike 5 On Crit: 20% Cripple 5 Steady Shot: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Zerotar the dragonbone totem of healing [power 548] (11 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 4 arcane 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Crit.chn- 15.52% Spell.save +3 (+1 eff.) Heal yourself and all friendly characters within 10 spaces for 548 Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun bloodstone ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +21 Cun +9 Dex dps ---------- Crit.mult +15.00% Melee+ 35 physical Ranged+ 33 physical Dmg.mod +6% lightning +19% light +3% mind Res.pen +15% mind +20% lightning Acc +15 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 29 On Hit (Ranged): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +38% light Mind.save +6 (+2 eff.) Stun/Frz- +60% ---------- misc Hate/m.crit +3.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | Runikath the voratun ring0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +4% Crit.mult +15.00% Dmg.mod +9% physical Res.pen +20% physical Acc +40 (+7 eff.) ----- def ----- Armour +16 Phys.save +24 (+6 eff.) Max.HP +100.00 HP.reg +17.00 Heal.mod +20% ---------- misc Max.stam +40.58 Rings make your fingers look great! |
| Around neck | Splendourwind0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +2 Con dps ---------- Phys.crit +1.0% Phys.pwr +18 (+6 eff.) Phys.spd +20% Dmg.mod +19% physical Res.pen +10% light +5% physical Melee Ret 6 physical ----- def ----- Armour +8 ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
| In main hand | Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 92 temporal damage and slows enemies in radius 6 of the target by 102% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 7 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 93% damage. Then teleport next to a second random enemy, attacking for 93% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| Around waist | Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In off hand | Rimeedge the voratun dagger (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Master Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Dex dps ---------- Phys.crit +13.0% Phys.spd +10% Res.pen +20% cold Acc +26 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +14 (+2 eff.) Resists +6% fire Spell.save +12 (+4 eff.) Disarm- +42% Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Glewyn' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.crit +5% Crit.mult +52.00% Spell.pwr +9 (+3 eff.) Dmg.mod +15% arcane Res.pen +15% arcane Acc +48 (+8 eff.) Apr +13 On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 56% ----- def ----- Defense +3 (+0 eff.) Fatigue -10% Resists +3% acid +12% cold +5% arcane Stealth +13 Max.HP +95.00 ---------- misc Max.mana +100.00 Max.stam +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Fogtyphoon' (11 def, 12 armour)2.0 T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +1 Dex +15 Mag +5 Con dps ---------- Phys.crit +6.0% Dmg.mod +9% darkness +30% temporal +16% light +30% physical Res.pen +15% temporal +15% physical ----- def ----- Armour +12 Defense +11 (+2 eff.) Resists +12% darkness +15% light +15% all Phys.save +23 (+6 eff.) Anom.red +15 Max.HP +70.00 ---------- misc Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 262; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the duelist (heal 251; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 251 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the duelist (heal 284; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 284 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the sneak (heal 294; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 294 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the sneak (heal 299; cd 11)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 instantly heal yourself for 299 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 207; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 207 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 warrior (speed 626%; cd 16)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 626% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 40%; mental, magical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 29%; mental; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 460 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
biting gale rune (damage 208; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 208.65 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 8; phase 28; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (84% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 28%, your defense is increased by 28 and all your resistances by 28%. 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. |
blink rune of the wizard (range 5; phase 18; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (84% 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%. 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. |
shielding rune of the warrior (absorb 335; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 335 damage for 4 turns. 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. |
stormshield rune of the titan (threshold 48; blocks 5; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 48 up to 5 times. 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 25 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (154). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
stralite amulet 'Relgodar'0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +3% Crit.mult +20.00% ----- def ----- Fatigue -9% Resists +23% blight +18% cold Phys.save +21 (+5 eff.) Spell.save +9 (+3 eff.) HP.reg +5.00 Silence- +23% Def/telep +17 Res/telep +17% Dur/telep +17% Amulets make your neck look great! |
warmaker's voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +9 Str +10 Dex +5 Wil ----- def ----- Blind- +20% ---------- misc Infravis +7 Sight +2 See.Invis +15 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bethybrerianne the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +15 (+5 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +31% blight +17% darkness +6% arcane Melee Ret 4 blight ----- def ----- Resists +22% blight +34% darkness +5% arcane Crit.chn- 10.00% Rings make your fingers look great! |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+1 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glumira the gold ring0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Dex +4 Wil +7 Cun dps ---------- Mind.pwr +9 (+3 eff.) Melee+ 14 physical Ranged+ 11 physical Dmg.mod +9% physical Res.pen +5% physical On Hit (Melee): * 14% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ----- def ----- Defense +20 (+4 eff.) HP.reg +2.00 Stun/Frz- +32% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 14 cooldown Level 4.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
Layoda the Voidkin0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire +15% arcane +30% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +5% arcane +36% fire Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Nightwrest0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Resists +6% darkness +9% fire Crit.chn- 10.00% Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
Poravena0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Str +10 Dex +1 Wil +12 Cun +6 Con dps ---------- Mind.crit +2% Melee+ 32 physical Ranged+ 35 physical Dmg.mod +9% physical Acc +16 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 29 On Hit (Ranged): * 19% chance to reduce all saves and defense by 29 ----- def ----- Spell.save +19 (+6 eff.) Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +3.00 Max.stam +36.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 14 cooldown Level 4.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
Prismhack0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% cold Res.pen +10% light ----- def ----- Resists +15% acid +20% cold ---------- misc Light +1 Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Voruda the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +10% arcane Res.pen +15% physical Acc +7 (+1 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +10% arcane Spell.save +6 (+2 eff.) Die.at -40.00 life Rings make your fingers look great! |
Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +15 Mag +2 Wil +6 Cun dps ---------- Crit.mult +15.00% Spell.pwr +14 (+5 eff.) Melee+ 24 light Ranged+ 32 light Dmg.mod +36% light +9% mind ----- def ----- Max.HP +47.00 Disarm- +45% Pinning- +47% Knockbk- +43% ---------- misc Equi/ret +0.08 Light +2 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? |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +12 (+4 eff.) Rings make your fingers look great! |
psionicist's steel ring of perseverance =OG=0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
savior's voratun ring of misery0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +10 Cun dps ---------- Melee+ 20 physical Ranged+ 26 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 29 On Hit (Ranged): * 15% chance to reduce all saves and defense by 29 ----- def ----- Phys.save +14 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +14 (+5 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
steel quartz ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +7% blight Poison- +13% Disease- +16% Stun/Frz- +30% Rings make your fingers look great! |
stralite ring 'Gloomwild'0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% darkness +9% cold Res.pen +25% cold +15% temporal On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Resists +26% acid +15% temporal +15% darkness +26% fire +31% cold +26% lightning Rings make your fingers look great! |
stralite ring 'Hazeraider'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +25 (+8 eff.) Dmg.mod +9% cold ----- def ----- Defense +15 (+3 eff.) Resists +6% blight +9% cold HP.reg +7.00 Poison- +20% Disease- +20% Stun/Frz- +44% ---------- misc Max.psi +40.00 Rings make your fingers look great! |
titan's steel ring of lightning (+26%) =LRES=0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Phys.save +6 (+2 eff.) Rings make your fingers look great! |
treant's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +11% nature +10% blight Max.HP +74.00 HP.reg +10.00 Heal.mod +13% Poison- +19% Disease- +21% Rings make your fingers look great! |
enhanced voratun battleaxe of massacre (80-120 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 80.5 - 120.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +17 Str +17 Dex +19 Mag +19 Wil +12 Cun +19 Con Massive two-handed battleaxes. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Shantiz the Stormblade (15-19 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc 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. |
chilling voratun greatmaul of massacre (89-133 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Arcane/Master Power 89.0 - 133.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +35 cold Massive two-handed mauls. |
quick voratun greatsword of erosion (63-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Nature/Master Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +27 nature While equipped: Stats +10 Dex dps ---------- Phys.spd +10% Acc +35 (+6 eff.) Massive two-handed swords. |
chilling voratun longsword of ruin (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +30 cold While equipped: dps ---------- Phys.crit +14.0% Crit.mult +35.00% Apr +13 Sharp, long, and deadly. |
inquisitor's voratun longsword of torment (41-58 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Disrupt/Psionic Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, long, and deadly. |
voratun mace 'Barogen' (45-62 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Arcane Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 temporal While equipped: Stats +7 Cun +4 Dex dps ---------- Phys.crit +4.0% Crit.mult +27.20% Phys.pwr +30 (+9 eff.) ----- def ----- Defense +30 (+6 eff.) Resists +12% mind +20% temporal ---------- misc Stam/turn +4.00 Blunt and deadly. |
blooming living mindstar of balance (15-16 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Phys.save +7 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+4 eff.) Heal.mod +28% Heal/summ +45 ---------- misc Equi/ret +2.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted living mindstar of sand (17-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +17 (+5 eff.) Melee+ 17 physical Dmg.mod +20% physical Res.pen +20% physical ----- def ----- Resists +18% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful living mindstar of sand (17-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 16 physical Dmg.mod +20% physical +25% mind +25% darkness Res.pen +20% physical +15% mind +14% darkness ----- def ----- Resists +18% physical ---------- misc Max.hate +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
halfling drakeskin leather sling of recursion4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +22% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+14 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 139 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." |
dragonbone magestaff (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Normal] Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful voratun waraxe of crippling (39-54 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master/Psionic Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 darkness Against +20% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% One-handed war axes. |
Brenydas the Scabraider1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +6 Cun +5 Con dps ---------- Phys.crit +14.0% Mind.crit +13% Phys.pwr +23 (+8 eff.) Dmg.mod +3% acid +12% nature Res.pen +20% acid ----- def ----- Resists +15% acid Phys.save +9 (+2 eff.) Spell.save +14 (+5 eff.) ---------- misc Size +2 A belt that goes around your waist. |
grounding drakeskin leather belt of recklessness1.0 T5 belt armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +15% lightning +15% temporal A belt that goes around your waist. |
rough leather belt of unlife =UNLIFE=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
elven-silk cloak 'Manalehor' (12 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Wil +5 Con dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Defense +12 (+2 eff.) Resists +21% light +25% fire Crit.chn- 15.52% Phys.save +15 (+4 eff.) Stealth +12 Max.HP +161.00 ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Areba (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +2 Cun +6 Con dps ---------- Mind.crit +3% Dmg.mod +25% nature +26% physical Res.pen +10% mind ----- def ----- Resists +26% physical +13% blight +5% arcane +3% nature +15% all Spell.save +6 (+2 eff.) Max.HP +89.00 HP.reg +3.50 Heal.mod +28% Poison- +44% Disease- +48% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+7 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+1 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 35 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 11 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +24% acid +25% physical +25% fire +24% cold ----- def ----- Resists +18% acid +17% physical +20% fire +20% cold +15% all ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's cashmere robe of alchemy (0 def, 0 armour) =OG=2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +10% acid +11% physical +15% light +10% cold +10% fire +11% darkness ----- def ----- Resists +15% acid +13% physical +12% fire +12% cold +11% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blightbringer's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +10 Mag dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +10% acid +10% blight ----- def ----- Armour +5 Fatigue +4% Disease- +50% ---------- misc Stam/turn +1.30 Max.stam +38.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +10% lightning +12% temporal ---------- misc Stam/turn +1.30 Max.stam +34.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Cun +6 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +25 (+6 eff.) Mind.save +25 (+9 eff.) ---------- misc Stam/turn +1.10 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 14 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 21.25 mind and 26.18 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 19% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 18. Terrified: Deals 5.00 mind and 6.16 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 8.41 mind and 10.36 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+5 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Issiblek the rough leather cap (0 def, 1 armour) =5CON=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +5 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +1 Fatigue +1% Mind.save +3 (+1 eff.) ---------- misc Max.hate +4.00 Max.psi +10.00 A cap made of leather. |
Relgubar (8 def, 12 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +4 Str +8 Wil +2 Cun +3 Con dps ---------- Crit.mult +10.00% Mind.pwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +8 (+1 eff.) Fatigue +5% Resists +12% blight +6% all Phys.save +12 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Psi/ret +0.20 A cap made of leather. |
Zubarida (1 def, 6 armour) =OG=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Dmg.mod +11% physical Res.pen +20% physical ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% physical ---------- misc Max.stam +10.00 A pointy cloth hat, very wizardly... |
bladed voratun helm of the depths (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +10 Str ----- def ----- Armour +5 Fatigue +5% Resists +22% cold ---------- misc Breathe water Skullcracker: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 584.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Dourbender' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature While equipped: Stats +6 Str +6 Wil dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +6% darkness +12% temporal Res.pen +5% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +14% lightning +13% physical +12% nature +12% temporal Phys.save +13 (+3 eff.) Spell.save +9 (+3 eff.) Max.HP +89.00 Heal.mod +18% A cap made of leather. |
drakeskin leather cap 'Obsidianwitch' (0 def, 10 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +13 Str +4 Wil dps ---------- Dmg.mod +6% darkness Res.pen +26% darkness +20% acid ----- def ----- Armour +10 Fatigue +5% Resists +14% lightning +15% temporal ---------- misc Infravis +7 Skullcracker: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 584.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
drakeskin leather cap of sanctity (0 def, 5 armour)2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +14% blight +15% darkness Spell.save +12 (+4 eff.) Mind.save +15 (+5 eff.) Circle of Sanctity: (Instant) Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 21 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
elven-silk wizard hat 'Dourwing' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Crit.mult +10.00% Mind.pwr +5 (+1 eff.) Dmg.mod +13% acid +21% mind Res.pen +5% mind ----- def ----- Defense +3 (+0 eff.) Resists +19% acid +6% darkness ---------- misc Equi/ret +1.50 Psi/ret +1.60 Hate/ret +1.70 A pointy cloth hat, very wizardly... |
prismatic rough leather cap of the depths (0 def, 1 armour) =BREATHE=2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +12% light +11% darkness ---------- misc Breathe water A cap made of leather. |
stabilizing voratun helm of the depths (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +19% cold Phys.save +24 (+6 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable voratun mail armour of delving (5 def, 30 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Str ----- def ----- Armour +30 Defense +5 (+1 eff.) Fatigue +12% Resists +20% darkness +14% physical ---------- misc Light +2 Track: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
rejuvenating voratun mail armour of acid resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +30% acid HP.reg +5.90 ---------- misc Stam/turn +1.60 A suit of armour made of mail. |
radiant voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +25% blight +26% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
rejuvenating voratun plate armour of command (11 def, 26 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Psionic While equipped: Stats +6 Cun ----- def ----- Armour +26 Defense +11 (+2 eff.) Fatigue +22% Mind.save +24 (+8 eff.) HP.reg +7.80 ---------- misc Stam/turn +2.50 A suit of armour made of metal plates. |
acidic quiver of dragonbone arrows of accuracy (20/20, 55-77 power, 18 apr)3.0 T5 arrow ammo [Ego] Arcane/Master Power 55.5 - 77.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +36 Apr +18 Crit +3.0% Capacity 20 On Crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of dragonbone arrows of crippling (22/22, 55-77 power, 18 apr)3.0 T5 arrow ammo [Ego++] Master/Psionic Power 55.0 - 77.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +21.0% Capacity 22 Ranged+ +60 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
69 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Layenne (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.crit +3% Crit.mult +5.00% ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +6% physical Phys.save +3 (+1 eff.) Disarm- +20% Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xeriwe (dig speed 28 turns) =OOP=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Mag +2 Wil dps ---------- Dmg.mod +3% temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +10.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+0 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chalohell the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +9% mind ----- def ----- Resists +3% temporal Max.HP +43.00 ---------- misc Light +3 Infravis +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. |
Ivuwyn the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Apr +4 ----- def ----- Defense +20 (+4 eff.) Max.HP +45.00 ---------- misc Max.stam +30.00 Light +3 Infravis +2 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. |
Porusenn2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +6 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% physical Acc +10 (+1 eff.) ----- def ----- Die.at -40.00 life Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving dwarven lantern of health1.0 T5 lite [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Resists +10% blight Max.HP +65.00 HP.reg +13.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
7 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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 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. |
focusing dwarven-steel torque of psionic shield [power 71] (18 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 71 for 5 turns Puts all charms on 18 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield 'Glacierbreacher' [power 131] (18 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness +24% cold Res.pen +20% lightning +25% cold On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +9% cold Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Unlightbore' [power 173] (18 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Cun +3 Str dps ---------- Res.pen +33% darkness Melee Ret 13 darkness On Hit (Melee): * 26% chance to reduce damage dealt by 24% ----- def ----- Resists +12% mind +26% darkness ---------- misc Infravis +3 Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 18 cooldown 100% to increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending dragonbone totem of thorny skin [power 90] (14 cooldown)2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 14 cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
dragonbone wand of conjuration 'Duskbreeze' [power 305] (11 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% arcane Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +9% darkness ---------- misc Wards +6 lightning +5 cold +5 nature +5 acid Talents +1 Ward Fire a magical bolt dealing 344 lightning damage Puts all charms on 11 cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of lightning storm 'Gunamalakor' [power 380] (11 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +4 Con dps ---------- Dmg.mod +3% acid Acc +5 (+1 eff.) Melee Ret 8 acid Create a radius 3 storm for 5 turns. Each turn, creatures within take 85 lightning damage and will be dazed for 1 turn (429 total damage) Puts all charms on 11 cooldown 100% to heal for 61. 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Fleeing Moon the Dwarf Shadowblade level 38
14th Iron 123rd year of Ascendancy at 20:35 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Fleeing Moon the Dwarf Shadowblade level 50
31st Iron 124th year of Ascendancy at 20:37 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Fleeing Moon the Dwarf Shadowblade level 38
13rd Iron 123rd year of Ascendancy at 00:51 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Fleeing Moon the Dwarf Shadowblade level 44
32nd Steel 123rd year of Ascendancy at 11:25 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Fleeing Moon the Dwarf Shadowblade level 50
37th Profit 123rd year of Ascendancy at 03:51 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Fleeing Moon the Dwarf Shadowblade level 43
28th Steel 123rd year of Ascendancy at 02:28 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fleeing Moon the Dwarf Shadowblade level 11
8th Profit 122nd year of Ascendancy at 18:45 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Fleeing Moon the Dwarf Shadowblade level 41
24th Steel 123rd year of Ascendancy at 19:22 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Fleeing Moon the Dwarf Shadowblade level 34
2nd Iron 123rd year of Ascendancy at 00:00 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Fleeing Moon the Dwarf Shadowblade level 28
11st Loss 122nd year of Ascendancy at 00:18 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Fleeing Moon the Dwarf Shadowblade level 50
14th Gold 124th year of Ascendancy at 03:07 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Fleeing Moon the Dwarf Shadowblade level 25
34th Dearth 122nd year of Ascendancy at 08:10 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fleeing Moon the Dwarf Shadowblade level 33
18th Shortage 122nd year of Ascendancy at 02:00 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Fleeing Moon the Dwarf Shadowblade level 33
1st Iron 123rd year of Ascendancy at 14:37 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Fleeing Moon the Dwarf Shadowblade level 50
7th Gold 124th year of Ascendancy at 03:14 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Fleeing Moon the Dwarf Shadowblade level 50
37th Steel 124th year of Ascendancy at 18:47 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fleeing Moon the Dwarf Shadowblade level 30
22nd Loss 122nd year of Ascendancy at 04:39 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fleeing Moon the Dwarf Shadowblade level 10
31st Voratun 122nd year of Ascendancy at 22:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fleeing Moon the Dwarf Shadowblade level 20
4th Dearth 122nd year of Ascendancy at 12:49 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Fleeing Moon the Dwarf Shadowblade level 30
22nd Loss 122nd year of Ascendancy at 01:13 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Fleeing Moon the Dwarf Shadowblade level 40
15th Steel 123rd year of Ascendancy at 08:02 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Fleeing Moon the Dwarf Shadowblade level 50
33rd Profit 123rd year of Ascendancy at 18:18 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Fleeing Moon the Dwarf Shadowblade level 50
2nd Shortage 123rd year of Ascendancy at 00:59 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Fleeing Moon the Dwarf Shadowblade level 46
15th Stralite 123rd year of Ascendancy at 10:03 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Fleeing Moon the Dwarf Shadowblade level 50
2nd Dearth 123rd year of Ascendancy at 20:02 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Fleeing Moon the Dwarf Shadowblade level 50
2nd Dearth 123rd year of Ascendancy at 07:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fleeing Moon the Dwarf Shadowblade level 42
25th Steel 123rd year of Ascendancy at 10:22 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Fleeing Moon the Dwarf Shadowblade level 42
24th Steel 123rd year of Ascendancy at 21:12 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Fleeing Moon the Dwarf Shadowblade level 6
19th Voratun 122nd year of Ascendancy at 06:45 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Fleeing Moon the Dwarf Shadowblade level 50
14th Gold 124th year of Ascendancy at 03:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fleeing Moon the Dwarf Shadowblade level 10
1st Acquisition 122nd year of Ascendancy at 22:37 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Fleeing Moon the Dwarf Shadowblade level 50
14th Gold 124th year of Ascendancy at 03:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fleeing Moon the Dwarf Shadowblade level 20
10th Dearth 122nd year of Ascendancy at 13:34 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Fleeing Moon the Dwarf Shadowblade level 46
12nd Gold 123rd year of Ascendancy at 09:11 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fleeing Moon the Dwarf Shadowblade level 25
34th Dearth 122nd year of Ascendancy at 17:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fleeing Moon the Dwarf Shadowblade level 17
7th Wealth 122nd year of Ascendancy at 17:08 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Fleeing Moon the Dwarf Shadowblade level 50
33rd Profit 123rd year of Ascendancy at 22:33 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fleeing Moon the Dwarf Shadowblade level 37
12nd Iron 123rd year of Ascendancy at 02:37 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Fleeing Moon picks up (1.): gifted living mindstar of sand (17-19 power, 40 apr, mind damage).
Ran for 3 turns (stop reason: at object).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 9 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Ran for 1 turns (stop reason: didn't move).
Saving done.



























































































































































