












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Items Vault 1.6.0Donators/Buyers bonus! 50 by the Sanctum 1.1.0Auto-levels your character as you ascend High Peak (similarly to the Escape from Reknor Dwarf start zone), up to level 50 at the top of High Peak. Frequently Asked Questions: Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.6.0This 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 EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 42 / 34% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 15.213525491563 (base 8) |
| Dexterity | 37.427050983125 (base 9) |
| Constitution | 69.427050983125 (base 50) |
| Magic | 22.213525491562 (base 16) |
| Willpower | 89.427050983125 (base 60) |
| Cunning | 83.427050983125 (base 60) |
Resources
| Life | 1191/1216 |
| Hate | 57/105 |
| Equilibrium | 0 |
| Healing Factor | 1.261575383129 |
| Regeneration | 0.31539384578223 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 6 |
| See Invisible | 30.427050983125 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 50 |
| Crit Chance | 25% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 50 |
| Crit Chance | 25% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +60% |
| Acid | +15% |
| Nature | +48% |
| Darkness | +13% |
| Blight | +9% |
| Physical | +5% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +9% |
| Fire | +4% |
| Physical | +6% |
| Mind | +33% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 22 (60%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 34 |
| Mental Save | 53 |
Defense: Resistances
| Blight | + 55%( 70%) |
| Physical | + 55%( 76%) |
| Cold | + 56%( 70%) |
| All | + 52%( 70%) |
| Darkness | + 63%( 83%) |
| Light | + 54%( 70%) |
| Mind | + 55%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 76% |
| Bleed Resistance | 20% |
| Confusion Resistance | 55% |
| Fear Resistance | 56% |
| Knockback Resistance | 56% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 669% 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. |
| Runes | Effective talent level: 1.3 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.3 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. |
Class Talents
| Cursed / Darkness | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Shadows | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Fears | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Force of will | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 2.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cursed / Gestures | 1.60 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.60 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Deflection |
| talent | Gesture of Pain |
| talent | Chant of Fortitude |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.2)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 62% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.9% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+37% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+11% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 94 mind and 66 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 131 Mind damage, and deal 92 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.2)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 17 turns, retch (level 4) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 42% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+26% resist all). Shroud of Passing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +13% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 26% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 26% for 3 turns. |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
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 gained talent category Wild-gift / Mindstar mastery (at mastery 1.00). | done |
You failed to protect the lost defiler from death by bee swarm. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 488. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed storm wyrm claw. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed multi-hued wyrm scale. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed giant spider spinneret. * You've found the needed ice wyrm tooth. 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 needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within11 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 Maj'Eyal 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 | pair of dwarven-steel boots 'Haridur' (Madness) (0 def, 4 armour)3.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Spell.crit +2% Crit.mult +20.00% Phys.pwr +11 (+5 eff.) Spell.pwr +18 (+6 eff.) Mind.pwr +12 (+3 eff.) Res.pen +6% physical ----- def ----- Armour +4 Fatigue -4% Phys.save +9 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +29 Curse of Madness Blindside: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 52% (at 0 Hate) to 175% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | watchleader's alchemist's lamp of health (Madness)1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +51.00 Blind- +28% Confus- +10% ---------- misc Light +8 See.Stealth +6 See.Invis +6 Curse of Madness Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 57 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aletta's Diadem (Misfortune) (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Curse of Misfortune Psychic Lobotomy: Level 3.9 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 259.64 mind damage and cripples the target's higher mental functions, reducing cunning by 19 and confusing (35% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
| On hands | Bloomrend (Nightmares) (0 def, 3 armour)1.0 T4 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 15 blight Dmg.mod +9% blight +15% mind +18% nature Res.pen +25% mind +25% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Armour +3 Resists +5% blight +9% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe 'Brightwisp' (Corpses) (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% fire ----- def ----- Resists +10% nature +3% blight Die.at -20.00 life Heal.mod +10% Stun/Frz- +20% While carried: ---------- misc Talents +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring of power (Shrouds)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
| On fingers | sneakthief's stralite ring (Shrouds)0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +9 (+5 eff.) Curse of Shrouds Rings can have magical properties. |
| Around neck | Choker of Dread (Shrouds)0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Curse of Shrouds Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | hateful pulsing mindstar of flames (Shrouds) (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +4% Melee+ 8 fire Dmg.mod +9% fire +5% mind +13% darkness Res.pen +4% fire +8% mind +9% darkness ----- def ----- Resists +8% fire ---------- misc Max.hate +5.00 Talents +1 Attune Mindstar Curse of Shrouds 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. |
| Around waist | hardened leather belt 'Belassra' (Corpses)1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% mind +6% light Crit.dmg- 10.00% Phys.save +12 (+4 eff.) Mind.save +18 (+6 eff.) Max.HP +42.00 Cut- +20% ---------- misc Stam/turn +3.00 Max.stam +30.00 Curse of Corpses A belt that goes around your waist. |
| In off hand | Psionic Fury (Corpses) (12-13.2 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+2 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Curse of Corpses Release a wave of psionic power, dealing 337.55 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
| Cloak | Emelath the Toxinmarrow (Nightmares) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +9% nature ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life ---------- misc Hate/m.crit +5.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (Corpses) (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
heroism infusion of the sneak (die at -709; dur 5; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -709 life. The duration and life will increase by 1% for every 1% life you have lost (currently 723 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion (speed 611%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 611% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 632; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 632 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 647; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 647 life over 5 turns. 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. |
wild infusion of the psychic (res 33%; physical; dur 3; 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 physical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 33%; physical; 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 physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 warrior (res 20%; mental; dur 3; 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 cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 wizard (res 22%; mental; dur 3; 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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 211 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. |
manasurge rune of the warrior (regen 691% over 10 turns; mana 34; 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 Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 691% for 10 turns (0 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 33; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 33 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 73; cd 13)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 127; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 127 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Earthen Beads (Shrouds)0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Curse of Shrouds Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 380 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Withering Orbs (Madness)0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Madness These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys' Broken Hourglass (Corpses)0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Curse of Corpses Time Stop: Level 1.3 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
cleansing copper amulet (Misfortune)0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +22% Disease- +20% Curse of Misfortune Amulets can have magical properties. |
gold amulet of vision (Shrouds)0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +17% ---------- misc Infravis +4 Sight +2 See.Invis +9 Curse of Shrouds Amulets can have magical properties. |
starlit gold amulet of willpower (+4) (Shrouds)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +10% light +21% darkness Blind- +31% Curse of Shrouds Amulets can have magical properties. |
steel amulet of constitution (+3) (Nightmares)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Curse of Nightmares Amulets can have magical properties. |
vitalizing gold amulet (Corpses)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +5 (+1 eff.) Max.HP +43.00 HP.reg +4.00 Curse of Corpses Amulets can have magical properties. |
warmaker's stralite amulet (Misfortune)0.1 T4 amulet jewelry [Ego+] Master While equipped: Stats +6 Str +5 Dex +4 Wil Curse of Misfortune Amulets can have magical properties. |
warmaker's stralite amulet of magic (+4) (Nightmares)0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +6 Dex +4 Mag +6 Wil Curse of Nightmares Amulets can have magical properties. |
warrior's steel amulet of healing (Shrouds)0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +7% physical Heal.mod +11% Cut- +40% ---------- misc Stam/turn +0.30 Curse of Shrouds Heal: Puts all charms on 35 cooldown Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 404 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Cyrina (Misfortune)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +4 Dex +6 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Defense +25 (+13 eff.) Resists +3% lightning Blind- +20% ---------- misc Infravis +3 Curse of Misfortune Rings can have magical properties. |
copper ring of darkness (+22%) (Corpses)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Curse of Corpses Rings can have magical properties. |
gladiator's steel ring of luminosity (Madness)0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +2 Mag +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 13 light Ranged+ 13 light Dmg.mod +10% light Curse of Madness Rings can have magical properties. |
gold ring of darkness (+24%) (Misfortune)0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Curse of Misfortune Rings can have magical properties. |
marksman's copper ring (Shrouds)0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Curse of Shrouds Rings can have magical properties. |
marksman's gold ring of sensing (Corpses)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Blind- +34% ---------- misc Infravis +4 See.Stealth +10 See.Invis +9 Curse of Corpses Rings can have magical properties. |
rogue's gold ring of perseverance (Misfortune)0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) HP.reg +3.00 Stun/Frz- +22% Curse of Misfortune Rings can have magical properties. |
rogue's steel ring of tenacity (Madness)0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +24.00 Disarm- +24% Pinning- +24% Knockbk- +20% Curse of Madness Rings can have magical properties. |
sneakthief's steel ring of pilfering (Madness)0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +7 Dex dps ---------- Acc +15 (+8 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Curse of Madness Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring 'Shademark' (Shrouds)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Spell.crit +2% Spell.pwr +15 (+5 eff.) Res.pen +25% darkness Melee Ret 4 arcane ----- def ----- Armour +8 ---------- misc Mana/turn +0.08 Vim/s.crit +2.00 Curse of Shrouds Rings can have magical properties. |
titan's gold ring of the mind (+12%) (Madness)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Phys.save +8 (+2 eff.) Curse of Madness Rings can have magical properties. |
wizard's copper ring (Shrouds)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Curse of Shrouds Rings can have magical properties. |
arcing voratun greatsword of torment (Misfortune) (62.5-100 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Psionic Power 62.5 - 100.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 68 damage Curse of Misfortune Massive two-handed swords. |
Merkul's Second Eye (Madness)4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 Curse of Madness This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Dawnspar (Madness) (3-3.3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +16 arcane While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 3 mind 4 darkness Dmg.mod +12% mind +3% darkness ---------- misc Light +1 Talents +1 Attune Mindstar Curse of Madness 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. |
imbued dragonbone starstaff of might (Corpses) (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +30% light ---------- misc Talents +1 Command Staff On Spell Hit: 10% Chain Lightning 4 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of invocation (Misfortune) (37-44.4 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +25 (+8 eff.) S.pwr/crit +7 Dmg.mod +37% fire ---------- misc Talents +1 Command Staff Curse of Misfortune Conjure elemental energy in a radius 10 cone, dealing 22.23 to 26.68 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters (Misfortune)1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
Lisunor (Nightmares)1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +6% mind +3% physical ----- def ----- Armour +8 Resists +3% nature Spell.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Size +1 Curse of Nightmares A belt that goes around your waist. |
spiritwalker's rough leather belt of recklessness (Misfortune)1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +20.00 Curse of Misfortune A belt that goes around your waist. |
Cloth of Dreams (Corpses) (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Corpses Slumber: Level 3.9 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 79 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
elven-silk robe of power (Madness) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +9% all ----- def ----- Resists +15% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of darkness (+24%) (Corpses) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +3 (+0 eff.) Dmg.mod +16% darkness ----- def ----- Resists +24% darkness +15% all Mind.save +26 (+8 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wanderer's Rest (Madness) (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Curse of Madness Telekinetic Leap: Level 3.9 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Sludgegrip (Madness) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness These gloves are coated with a thick, green liquid. |
Uredehek (Shrouds) (0 def, 2 armour)1.5 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 10 blight Dmg.mod +3% blight ----- def ----- Armour +2 Fatigue +3% Resists +8% blight +15% cold Die.at -80.00 life Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (Misfortune) (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Fire Breath: Level 2.6 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 121.13 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
steady rough leather gloves of strength (+3) (Misfortune) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Rhelin the drakeskin leather cap (Nightmares) (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +9 Str +3 Dex +5 Wil dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Acc +15 (+8 eff.) ----- def ----- Armour +5 Fatigue +5% Phys.save +21 (+7 eff.) Mind.save +9 (+3 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 Light +2 Curse of Nightmares A cap made of leather. |
aegis elven-silk wizard hat of darkness (+22%) (Madness) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Defense +3 (+2 eff.) Resists +22% darkness Shield.pwr +10% HP.reg +3.20 Curse of Madness A pointy cloth hat, very wizardly... |
grounding rough leather cap of constitution (+3) (Madness) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal Curse of Madness A cap made of leather. |
prismatic drakeskin leather cap of precognition (Shrouds) (8 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +6 Cun dps ---------- Acc +5 (+3 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +5% Resists +12% light +13% darkness Curse of Shrouds A cap made of leather. |
stabilizing rough leather cap of dexterity (+3) (Corpses) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+3 eff.) Curse of Corpses A cap made of leather. |
thaloren voratun helm of strength (+8) (Corpses) (0 def, 5 armour)3.0 T5 head armor [Ego+] Master While equipped: Stats +8 Str +2 Wil ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Mind.save +9 (+3 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Behemoth Hide (Misfortune) (4 def, 6 armour)9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 Curse of Misfortune A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
rejuvenating drakeskin leather armour of command (Madness) (28 def, 13 armour)9.0 T5 light armor Reqs Str 20 [Ego+] Nature/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +13 Defense +28 (+14 eff.) Fatigue +8% Mind.save +10 (+3 eff.) HP.reg +4.80 ---------- misc Stam/turn +0.80 Curse of Madness A suit of armour made of leather. |
impenetrable voratun plate armour of spell shielding (Corpses) (0 def, 31 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego] Arcane/Master While equipped: ----- def ----- Armour +31 Fatigue +22% Resists +8% arcane Spell.save +18 (+8 eff.) Curse of Corpses A suit of armour made of metal plates. |
living voratun shield (Nightmares) (0 def, 10 armour, 197 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +14% nature +13% blight Max.HP +20.00 ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
123 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. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Poxbrace' (Madness) (dig speed 6 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +11 Str +7 Mag +2 Wil +8 Con dps ---------- Res.pen +5% nature +18% physical ----- def ----- Armour +5 Defense +8 (+4 eff.) Resists +9% nature +10% physical Crit.dmg- 10.00% ---------- misc Light +2 Infravis +1 See.Invis +12 While carried: ---------- misc Talents +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (Misfortune) (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of focus (Misfortune)2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +6 Curse of Misfortune 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. |
watchleader's alchemist's lamp of the zealot (Corpses)1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+4 eff.) Blind- +28% Confus- +17% ---------- misc Light +9 See.Stealth +5 See.Invis +7 Curse of Corpses Track: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 45 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One (Nightmares)2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Nightmares Sleep: Level 3.9 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
54 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 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. |
9 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. |
2 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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 385.76 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 427.50 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 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. |
iron torque of mindblast (Madness) [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Curse of Madness Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing yew totem of stinging (Misfortune) [power 230] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Curse of Misfortune Sting an enemy dealing 340 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of summon tentacle (Madness) [power 205] (25 cooldown)2.0 T3 totem charm [Ego+] Nature Curse of Madness Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 410 Base Damage: 244 Armor: 7 All Resist: 4 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
8 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 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. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Asar the Cornac Doomed level 29
26th Haze 122nd year of Ascendancy at 07:22 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Asar the Cornac Doomed level 17
47th Dusk 122nd year of Ascendancy at 00:08 see stats
Against all odds
Killed Ukruk in the ambush.By Asar the Cornac Doomed level 29
24th Haze 122nd year of Ascendancy at 16:34 see stats
Arachnophobia
Destroyed the spydric menace.By Asar the Cornac Doomed level 34
71st Haze 122nd year of Ascendancy at 16:04 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Asar the Cornac Doomed level 35
14th Regrowth 123rd year of Ascendancy at 23:43 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Asar the Cornac Doomed level 42
12nd Pyre 123rd year of Ascendancy at 16:30 see stats
Brave new world
Went to the Far East and took part in the war.By Asar the Cornac Doomed level 33
68th Haze 122nd year of Ascendancy at 18:50 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Asar the Cornac Doomed level 11
2nd Flare 122nd year of Ascendancy at 23:34 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Asar the Cornac Doomed level 32
65th Haze 122nd year of Ascendancy at 06:07 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Asar the Cornac Doomed level 27
23rd Haze 122nd year of Ascendancy at 17:35 see stats
Exterminator
Killed 1000 creatures.By Asar the Cornac Doomed level 19
52nd Dusk 122nd year of Ascendancy at 16:45 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Asar the Cornac Doomed level 30
49th Haze 122nd year of Ascendancy at 05:53 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Asar the Cornac Doomed level 17
46th Dusk 122nd year of Ascendancy at 23:41 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Asar the Cornac Doomed level 37
15th Regrowth 123rd year of Ascendancy at 03:56 see stats
Level 10
Got a character to level 10.By Asar the Cornac Doomed level 10
7th Mirth 122nd year of Ascendancy at 17:25 see stats
Level 20
Got a character to level 20.By Asar the Cornac Doomed level 20
56th Dusk 122nd year of Ascendancy at 16:59 see stats
Level 30
Got a character to level 30.By Asar the Cornac Doomed level 30
47th Haze 122nd year of Ascendancy at 18:13 see stats
Level 40
Got a character to level 40.By Asar the Cornac Doomed level 40
58th Regrowth 123rd year of Ascendancy at 22:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Asar the Cornac Doomed level 14
34th Dusk 122nd year of Ascendancy at 02:33 see stats
Size is everything
Did over 1500 damage in one attack.By Asar the Cornac Doomed level 26
21st Haze 122nd year of Ascendancy at 20:38 see stats
Size matters
Did over 600 damage in one attack.By Asar the Cornac Doomed level 17
50th Dusk 122nd year of Ascendancy at 05:10 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Asar the Cornac Doomed level 32
65th Haze 122nd year of Ascendancy at 08:53 see stats
The Arena
Unlocked Arena mode.By Asar the Cornac Doomed level 7
1st Mirth 122nd year of Ascendancy at 08:12 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Asar the Cornac Doomed level 17
47th Dusk 122nd year of Ascendancy at 00:08 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Asar the Cornac Doomed level 21
72nd Dusk 122nd year of Ascendancy at 17:06 see stats
The secret city
Discovered the truth about mages.By Asar the Cornac Doomed level 14
39th Dusk 122nd year of Ascendancy at 11:17 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Asar the Cornac Doomed level 37
31st Regrowth 123rd year of Ascendancy at 04:40 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Asar the Cornac Doomed level 26
22nd Haze 122nd year of Ascendancy at 00:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Asar the Cornac Doomed level 18
51st Dusk 122nd year of Ascendancy at 15:43 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Asar the Cornac Doomed level 27
23rd Haze 122nd year of Ascendancy at 20:31 see stats
Log
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Quest 'Back and there again' is done! (Press 'j' to see the quest log)
Personal New Achievement: Back and there again!
Saving done.
--------------------------------
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Deflection
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Asar deactivates Gesture of Pain.
Asar activates Gesture of Pain.
Asar deactivates Chant of Fortitude.
Asar activates Chant of Fortitude.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Deflection
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Asar deactivates Gesture of Pain.
Asar activates Gesture of Pain.
Asar deactivates Chant of Fortitude.
Asar activates Chant of Fortitude.
Asar deactivates Deflection.
Asar deactivates Gesture of Pain.
Asar deactivates Chant of Fortitude.





































































































































