











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Less Tedious Osmosis Shield 1.5.10QoL improvements for Demonologist. Changes Osmosis Shield to only drain Vim on turns when regeneration occurs. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.6.7Official 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:
Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.6.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Convenient Digging 1.5.5 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.5.10This 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 Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 50 / 2592% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 20 on the 68th Haze 122nd year of Ascendancy at 18:50 5 / 2Killed by Glirakira the blood lich at level 40 on the 10th Flare 123rd year of Ascendancy at 15:30 |
Primary Stats
| Strength | 117 (base 64) |
| Dexterity | 24 (base 9) |
| Constitution | 90 (base 60) |
| Magic | 142 (base 66) |
| Willpower | 18 (base 7) |
| Cunning | 69 (base 43) |
Resources
| Life | 2204/2204 |
| Mana | 421/421 |
| Positive | 146/146 |
| Healing Factor | 1.6615384615385 |
| Regeneration | 27.747692307693 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 8 |
| Lite | 27 |
| See Stealth | 48 |
| See Invisible | 70 |
Offense: Mainhand
| Damage | 257 |
| Accuracy | 45 |
| Crit Chance | 63% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +17% |
| Light | +155% |
| Temporal | +18% |
| Darkness | +19% |
| Physical | +45% |
| Fire | +58% |
| All | +14% |
Offense: Damage Penetration
| Light | +40% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 86.551211628464 (94.117647058824%) |
| Defense | 36 |
| Ranged Defense | 43 |
| Fatigue | 52 |
| Physical Save | 44 |
| Spell Save | 52 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 45%( 70%) |
| Physical | + 34%( 70%) |
| Cold | + 33%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 80%( 80%) |
| Light | + 80%( 80%) |
| Fire | + 61%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 24% |
| Confusion Resistance | 24% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 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: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 810 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 274 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 165 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 2.04 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.50 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.70 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Searing Sight |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Premonition |
| talent | Dig |
| talent | Weapon of Wrath |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Retribution |
| beneficial effect | The target is surrounded by a magical shield, absorbing 507/507 damage before it crumbles. Damage Shield |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Sola. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by giant white rat. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+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 |
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 fire 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2293. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | dwarven lantern 'Brodarion'0.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Dex +8 Mag dps ---------- Spell.pwr +16 (+4 eff.) Dmg.mod +15% light ----- def ----- Resists +12% darkness Affinity +5% light Spell.save +6 (+2 eff.) Mind.save +30 (+8 eff.) Max.HP +60.00 Cut- +24% Confus- +24% ---------- misc Light +11 See.Stealth +48 See.Invis +50 Sun Flare: Puts all charms on 30 cooldown Level 3.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 553.66 light damage. At talent level 3 you gain 41% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. This item has been sent to the Item's Vault. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 392 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | 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 ---------- misc Talents +1 Eye of the Tiger You have set the ring to grant you Eye of the Tiger! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| On fingers | stralite Glowing Core ring0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +13 (+2 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +9 (+5 eff.) Dmg.mod +7% all ----- def ----- Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% ---------- misc Light +4 See.Invis +20 Rings can have magical properties. |
| Around neck | starseer's stralite amulet of mastery (0.34 Celestial / Sun)0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% light +4% temporal +5% darkness +6% physical ---------- misc Masteries +0.34 Celestial/Sun Amulets can have magical properties. |
| In main hand | Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. The set is complete. Power 162% Range: 1.4x Uses 75% Mag, 80% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Melee+ +15 light +15 fire Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +30% light +10% fire Res.pen +25% light ---------- misc P.En/turn +0.20 Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 914.68 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. This item has been sent to the Item's Vault. |
| Around waist | spiritwalker's drakeskin leather belt of containment1.0 T5 belt armor [Ego++] Arcane While equipped: Stats +7 Mag ----- def ----- Anom.red +17 Max.HP +99.00 ---------- misc Mana/turn +0.25 Max.mana +107.00 Max.stam +55.00 Max.hate +13.00 Max.psi +27.00 Max.vim +36.00 Max.P.En +29.00 Max.N.En +35.00 A belt that goes around your waist. |
| In off hand | Unsetting Sun (16 def, 20 armour, 100% power, 280 block)7.0 T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. The set is complete. When used to Attack: Power 162% Range: 1.2x Uses 50% Mag, 100% Str Dmg Light Acc+ +2.5% procs dam / acc Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+6 eff.) Rng.Def +17 (+5 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+6 eff.) HP.reg +0.25 ---------- misc Light +3 Talents +5 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. This item has been sent to the Item's Vault. |
| Cloak | Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+6 eff.) Resists +30% light +30% darkness Res.Cap +10% light This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. This item has been sent to the Item's Vault. |
| Main armor | voratun plate armour 'Glowfame' (0 def, 22 armour)17.0 T5 massive armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% lightning +6% light Res.pen +15% light Melee Ret 4 lightning ----- def ----- Armour +22 Fatigue +22% Resists +9% acid +14% cold +6% light Max.HP +57.00 HP.reg +16.20 Heal.mod +20% ---------- misc Stam/turn +1.50 Breathe water A suit of armour made of metal plates. This object's appearance was changed to Pyro: Heavy Armour 1. |
Inventory
healing infusion of the warrior (heal 306; 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 306 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 281; 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 281 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 282; 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 282 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 328; 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 328 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. Press to compare to your current inscriptions |
heroism infusion of the warrior (die at -591; dur 5; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 -591 life. The duration and life will increase by 1% for every 1% life you have lost (currently 591 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -878; dur 5; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 -878 life. The duration and life will increase by 1% for every 1% life you have lost (currently 878 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the titan (absorb 502; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 502 damage for 4 turns. 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. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
restful steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -4% HP.reg +2.00 Amulets can have magical properties. |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 434 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
grounding gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +10% lightning Stun/Frz- +30% Amulets can have magical properties. |
restful voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 13 light 7 darkness Dmg.mod +13% light +13% darkness On Melee Ret: * 10% chance to reduce damage dealt by 0% * 8% chance to blind ----- def ----- Fatigue -8% HP.reg +4.00 Amulets can have magical properties. |
voratun amulet 'Faleldir'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Mag +5 Con dps ---------- Dmg.mod +15% arcane ----- def ----- Resists +6% blight +9% temporal Phys.save +45 (+15 eff.) Spell.save +25 (+8 eff.) Mind.save +20 (+5 eff.) Max.HP +65.00 HP.reg +11.00 Blind- +40% ---------- misc Max.vim +40.00 Infravis +10 Sight +2 See.Invis +11 Masteries +0.35 Celestial/Combat Amulets can have magical properties. |
voratun amulet 'Moldrebel'0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +8% Crit.mult +22.45% Dmg.mod +12% nature Res.pen +20% light Melee Ret 6 nature ----- def ----- Resists +9% light +15% physical Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.20 Mana/turn +0.20 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. |
mule's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Fatigue -4% Resists +20% acid ---------- misc Max.enc +21 Rings can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings can have magical properties. |
wizard's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +4 Mag +4 Wil dps ---------- Melee+ 18 light Ranged+ 14 light Dmg.mod +12% light +9% arcane Res.pen +20% arcane ----- def ----- Armour +8 Resists +5% arcane +6% light Mind.save +8 (+2 eff.) ---------- misc Light +1 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? |
gladiator's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings can have magical properties. |
conjurer's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +7 (+2 eff.) Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 70% 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. |
sneakthief's gold ring of time (+10%)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +10% temporal Acc +5 (+2 eff.) ----- def ----- Resists +10% temporal Rings can have magical properties. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 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. |
conjurer's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 20 light Ranged+ 16 light Dmg.mod +15% light Rings can have magical properties. |
gladiator's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +5 Mag +10 Con dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 29 light Ranged+ 20 light Dmg.mod +11% light Rings can have magical properties. |
pixie's voratun ring of life0.1 T5 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Max.HP +68.00 HP.reg +14.00 Heal.mod +16% Rings can have magical properties. |
savage's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Con +7 Mag dps ---------- Melee+ 17 light Ranged+ 36 light Dmg.mod +17% light ----- def ----- Spell.save +16 (+5 eff.) ---------- misc Max.stam +36.00 Rings can have magical properties. |
savior's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +16 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +16 (+4 eff.) Max.HP +77.00 HP.reg +15.00 Heal.mod +20% Rings can have magical properties. |
sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Max.HP +68.00 HP.reg +9.00 Heal.mod +16% Rings can have magical properties. |
sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Max.HP +55.00 HP.reg +20.00 Heal.mod +17% Rings can have magical properties. |
voratun ring 'Porona'0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Cun dps ---------- Melee+ 34 physical Ranged+ 26 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 0 On Hit (Ranged): * 20% chance to reduce all saves and defense by 0 ----- def ----- Defense +30 (+11 eff.) Resists +4% physical Phys.save +12 (+4 eff.) Spell.save +15 (+5 eff.) Die.at -80.00 life Heal.mod +20% Disarm- +20% Stun/Frz- +20% ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +95.00 HP.reg +14.00 Heal.mod +16% Rings can have magical properties. |
voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +93.00 HP.reg +16.00 Heal.mod +20% Rings can have magical properties. |
enhanced voratun battleaxe of massacre (186% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 187% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +14 Str +14 Dex +16 Mag +9 Wil +16 Cun +16 Con Massive two-handed battleaxes. |
elemental voratun mace of evisceration (158% power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Arcane/Master Power 158% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 126 acid damage (1/turn) On Crit: * Wound the target dealing 379 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +11 (+2 eff.) Dmg.mod +23% acid Res.pen +13% acid Blunt and deadly. |
acidic voratun waraxe of rage (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 148% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 211 damage over 5 turns and reducing armor and accuracy by 27 While equipped: Stats +7 Str dps ---------- Dmg.mod +14% physical Acc +20 (+7 eff.) One-handed war axes. |
plaguebringer's voratun waraxe of torment (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Arcane/Psionic Power 151% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 0 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Disease- +31% One-handed war axes. |
truestriking voratun waraxe of evisceration (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 152% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 379 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+1 eff.) Res.pen +11% physical Acc +19 (+7 eff.) Apr +11 One-handed war axes. |
coruscating voratun shield of the stars (0 def, 10 armour, 100% power, 195 block)7.0 T5 shield armor [Ego++] Arcane When used to Attack: Power 177% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +195 Melee+ +14 fire +13 light +18 darkness While equipped: Stats +4 Str +10 Mag +7 Cun dps ---------- Dmg.mod +14% light +15% darkness Melee Ret 29 fire ----- def ----- Armour +10 Fatigue +8% Resists +15% fire +16% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
voratun plate armour 'Cyruyada' (0 def, 32 armour)17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +8 Str dps ---------- Phys.pwr +20 (+3 eff.) Apr +2 ----- def ----- Armour +32 Fatigue +12% Resists +13% acid +43% cold +20% darkness +15% physical Crit.dmg- 15.00% Phys.save +30 (+10 eff.) Cut- +20% ---------- misc Max.stam +20.00 Light +2 See.Invis +3 Breathe water Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Deepsoracle1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +11 Mag +16 Wil +8 Cun dps ---------- Spell.crit +6% Mind.pwr +10 (+5 eff.) Dmg.mod +3% darkness Against +37% Summoned Melee Ret 4 darkness ----- def ----- Resists +18% darkness +6% cold D.Red.from +45% Summoned Phys.save +14 (+5 eff.) A belt that goes around your waist. |
4 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
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. |
4 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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
15 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. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
18 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. |
19 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 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. |
18 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. |
15 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. |
9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
13 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
45 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. |
54 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. |
45 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. |
48 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
40 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. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
2 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Oakbrand (dig speed 10 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +12 Str +2 Mag dps ---------- Spell.crit +3% Crit.mult +10.00% Dmg.mod +12% nature Apr +15 ----- def ----- Armour +5 Defense +7 (+3 eff.) Fatigue -10% Resists +9% nature +9% physical ---------- misc Mana/s.crit +1.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
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 875.52 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Sola the Higher Sun Paladin level 31
69th Regrowth 123rd year of Ascendancy at 14:42 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sola the Higher Sun Paladin level 32
73rd Regrowth 123rd year of Ascendancy at 22:10 see stats
Against all odds
Killed Ukruk in the ambush.By Sola the Higher Sun Paladin level 31
67th Regrowth 123rd year of Ascendancy at 19:13 see stats
Arachnophobia
Destroyed the spydric menace.By Sola the Higher Sun Paladin level 46
10th Regrowth 124th year of Ascendancy at 11:34 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Sola the Higher Sun Paladin level 46
29th Haze 123rd year of Ascendancy at 15:09 see stats
Bringer of Doom
Killed a Bringer of Doom.By Sola the Higher Sun Paladin level 29
63rd Regrowth 123rd year of Ascendancy at 11:39 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sola the Higher Sun Paladin level 13
29th Dusk 122nd year of Ascendancy at 20:02 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Sola the Higher Sun Paladin level 37
3rd Mirth 123rd year of Ascendancy at 04:04 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Sola the Higher Sun Paladin level 40
10th Flare 123rd year of Ascendancy at 22:48 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Sola the Higher Sun Paladin level 50
43rd Pyre 124th year of Ascendancy at 00:02 see stats
Exterminator
Killed 1000 creatures.By Sola the Higher Sun Paladin level 20
68th Haze 122nd year of Ascendancy at 02:16 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sola the Higher Sun Paladin level 34
45th Pyre 123rd year of Ascendancy at 00:34 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Sola the Higher Sun Paladin level 50
13rd Pyre 124th year of Ascendancy at 08:38 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Sola the Higher Sun Paladin level 50
70th Regrowth 124th year of Ascendancy at 19:00 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sola the Higher Sun Paladin level 20
57th Haze 122nd year of Ascendancy at 22:08 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Sola the Higher Sun Paladin level 50
10th Pyre 124th year of Ascendancy at 05:16 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Sola the Higher Sun Paladin level 33
76th Regrowth 123rd year of Ascendancy at 00:46 see stats
Level 10
Got a character to level 10.By Sola the Higher Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 22:37 see stats
Level 20
Got a character to level 20.By Sola the Higher Sun Paladin level 20
48th Haze 122nd year of Ascendancy at 18:37 see stats
Level 30
Got a character to level 30.By Sola the Higher Sun Paladin level 30
65th Regrowth 123rd year of Ascendancy at 20:30 see stats
Level 40
Got a character to level 40.By Sola the Higher Sun Paladin level 40
8th Flare 123rd year of Ascendancy at 17:18 see stats
Level 50
Got a character to level 50.By Sola the Higher Sun Paladin level 50
30th Regrowth 124th year of Ascendancy at 10:04 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Sola the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 20:00 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Sola the Higher Sun Paladin level 50
46th Pyre 124th year of Ascendancy at 14:20 see stats
Orcrist
Killed the leaders of the Orc Pride.By Sola the Higher Sun Paladin level 50
9th Pyre 124th year of Ascendancy at 14:50 see stats
Portal master
Fought the two Sorcerers and closed four invocation portals.By Sola the Higher Sun Paladin level 50
42nd Pyre 124th year of Ascendancy at 23:58 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sola the Higher Sun Paladin level 47
19th Regrowth 124th year of Ascendancy at 06:53 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Sola the Higher Sun Paladin level 14
45th Dusk 122nd year of Ascendancy at 01:12 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sola the Higher Sun Paladin level 27
6th Regrowth 123rd year of Ascendancy at 04:20 see stats
Size is everything
Did over 1500 damage in one attack.By Sola the Higher Sun Paladin level 48
27th Regrowth 124th year of Ascendancy at 21:58 see stats
Size matters
Did over 600 damage in one attack.By Sola the Higher Sun Paladin level 24
5th Allure 123rd year of Ascendancy at 20:55 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Sola the Higher Sun Paladin level 37
3rd Mirth 123rd year of Ascendancy at 09:45 see stats
The Arena
Unlocked Arena mode.By Sola the Higher Sun Paladin level 6
79th Pyre 122nd year of Ascendancy at 21:34 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Sola the Higher Sun Paladin level 32
73rd Regrowth 123rd year of Ascendancy at 22:10 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Sola the Higher Sun Paladin level 21
69th Haze 122nd year of Ascendancy at 03:35 see stats
The secret city
Discovered the truth about mages.By Sola the Higher Sun Paladin level 12
6th Flare 122nd year of Ascendancy at 07:53 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Sola the Higher Sun Paladin level 42
42nd Dusk 123rd year of Ascendancy at 20:51 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sola the Higher Sun Paladin level 28
61st Regrowth 123rd year of Ascendancy at 03:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sola the Higher Sun Paladin level 19
48th Haze 122nd year of Ascendancy at 02:10 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Sola the Higher Sun Paladin level 29
65th Regrowth 123rd year of Ascendancy at 20:30 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Sola the Higher Sun Paladin level 50
14th Pyre 124th year of Ascendancy at 14:20 see stats
Log
There is an item here: Ureslak's Molted Scales (0 def, 0 armour)
There is an item here: Ethereal Embrace (10 def, 0 armour)
There is an item here: Guise of the Hated (14 def, 0 armour)
There is an item here: Frozen Shroud (12 def, 0 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Threads of Fate (10 def, 0 armour)
There is an item here: Ureslak's Molted Scales (0 def, 0 armour)
There is an item here: Ethereal Embrace (10 def, 0 armour)
There is an item here: Guise of the Hated (14 def, 0 armour)
There is an item here: Frozen Shroud (12 def, 0 armour)
The shield around Sola crumbles.
Ran for 2 turns (stop reason: object seen).
There is an item here: Forbidden Tome: "The Day It Came"
Ran for 2 turns (stop reason: object seen).
Talent Barrier is ready to use.
Sola casts Barrier.
A shield forms around Sola.
Sola deactivates Second Life.
Sola deactivates Searing Sight.
Sola deactivates Shield of Light.
Sola deactivates Weapon of Wrath.
Sola deactivates Dig.
Sola deactivates Weapon of Light.
The shield around Sola crumbles.
Sola deactivates Chant of Fortitude.
Sola deactivates Premonition.
































































































































