Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.2.0Donators/Buyers bonus! Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Plenum Tooltip: Enhanced actor tooltip display for TOME v2.2a 1.2.1Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Tirakai's Maul Fix 1.2.5NO LONGER NEEDS TO BE USED. Do not use if you are running 1.3 or higher. Fixed Tirakai's Maul pre 1.3 Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Archmage |
| Level / Exp | 50 / 2033% |
| Size | small |
| Lifes / Deaths | Killed by wretchling at level 29 on the 1st Decay 122nd year of Ascendancy at 22:58 5 / 3Killed by Warmaster Gnarg at level 38 on the 78th Regrowth 123rd year of Ascendancy at 15:09 Killed by Yam the tough at level 50 on the 38th Haze 123rd year of Ascendancy at 09:47 |
Primary Stats
| Strength | 35 (base 24) |
| Dexterity | 51 (base 25) |
| Constitution | 26 (base 14) |
| Magic | 109 (base 63) |
| Willpower | 82 (base 60) |
| Cunning | 114 (base 60) |
Resources
| Life | 600/600 |
| Mana | 291/699 |
| Positive | 207/207 |
| Healing Factor | 1.3619866430419 |
| Regeneration | 4.1540592612779 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +161.53323106796% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 8 |
| See Stealth | 41.86211891303 |
| See Invisible | 80.190604873313 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 42 |
| Crit Chance | 48% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 84.2 |
| Crit Chance | 88% |
| Speed | 1 |
| Cooldown Reduction | 46.666666666667 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| All | +27% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 24.175 |
| Ranged Defense | 24.175 |
| Fatigue | 4 |
| Physical Save | 54.333520325935 |
| Spell Save | 69.125140244451 |
| Mental Save | 68.05625 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 37% |
| Silence Resistance | 60% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 645 damage for 5 turns. The effect will scale with your magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1530% over 10 turns and instantly restoring 76 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 0.80 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wildfire |
| talent | Burning Wake |
| talent | Shielding |
| talent | Chant of Fortitude |
| talent | Essence of Speed |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Keen Senses |
| beneficial effect | The target is surrounded by a magical shield, absorbing 1700/1941 damage before it crumbles. Damage Shield |
| beneficial effect | Increases the effectiveness of all healing the target receives by 36%. Empowered Healing |
| beneficial effect | The time distortion has created a restoration field, healing the target for 3 each turn. Temporal Restoration Field |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj&039;s request to study it. You must now look for the athame and diamond in Reknor. Back and there againYou 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 Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Piercing Sight (+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 &039;, probably located inside or near Grushnak Pride. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 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 |
Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
The Doom of the World! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | 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 | Cyrosekira the Rainwisp (0 def, 5 armour) Cyrosekira the Rainwisp (0 def, 5 armour)Requires: - Level 35 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 4 arcane Changes stats: +8 Mag Changes resistances penetration: +5% nature Changes damage: +6% nature Physical save: +14 Spell save: +23 Mental save: +15 Maximum mana: +40.00 Lowers spell cool-downs by: 10% Movement speed: +20% A pair of boots made of leather. This item has been sent to the Item& |
| Light source | Cloudterror the dwarven lantern Cloudterror the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Effects on melee hit: * 45% chance to daze * 15% chance to inflict damage reduction Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Changes resistances: +15% darkness Changes resistances penetration: +15% all Changes damage: +6% lightning / +15% light / +6% arcane Damage affinity(heal): +5% light Mental save: +12 Maximum mana: +20.00 Maximum vim: +30.00 Spellpower: +4 Light radius: +14 See stealth: +25 See invisible: +21 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 93.91 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | dwarven-steel helm &039; (0 def, 4 armour) dwarven-steel helm &039; (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Str / +9 Wil / +4 Con Changes resistances: +18% blight / +6% mind Changes resistances penetration: +10% arcane Changes damage: +12% arcane Mental save: +21 Damage Shield penetration: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Noonrage the voratun pickaxe (dig speed 7 turns) Noonrage the voratun pickaxe (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +20 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +6 Dex / +6 Mag / +2 Wil / +2 Cun Changes resistances: +9% light Changes damage: +6% light Critical mult.: +20.00% Maximum mana: +56.00 Spell crit. chance: +8% Lowers spell cool-downs by: 10% Mindpower: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule& mule&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +24% fire Changes damage: +12% fire Maximum encumbrance: +25 Rings can have magical properties. |
| On fingers | painweaver& painweaver&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 Changes damage: +7% all Stun/Freeze immunity: +37% Life regen: +2.80 Spellpower: +17 Mindpower: +17 Rings can have magical properties. |
| Around waist | Tarrovon TarrovonRequires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 Effects on melee hit: * 30% chance to corrode armor Changes stats: +6 Dex / +6 Mag / +2 Wil / +11 Cun / +10 Lck Changes damage: +6% acid / +6% mind Critical mult.: +15.00% Trap disarming bonus: +30 Stealth bonus: +14 Mana each turn: +0.57 Hate when firing a critical mind attack: +3.00 Maximum life: +130.00 Maximum mana: +131.00 Maximum stamina: +57.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +30.00 Maximum neg.energy: +40.00 Infravision radius: +6 Reduces paradox failures(equivalent to willpower): +40 A belt that goes around your waist. This item has been sent to the Item& |
| In main hand | Just...Wow (30-36 power, 6 apr, fire element) Just...Wow (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 temporal Burst (radius 2) on crit: +12 lightning When wielded/worn: Damage (Melee): 35 fire Damage when hit (Melee): 4 lightning Changes stats: +18 Mag / +20 Cun / +13 Con Changes resistances: +6% temporal Changes damage: +6% temporal / +6% arcane / +30% fire Talent granted: +1 Command Staff Critical mult.: +98.00% Physical save: +15 Spell save: +14 Mental save: +13 Vim when firing critical spell: +14.00 Maximum vim: +94.00 Maximum neg.energy: +100.00 Spellpower: +25 Spell crit. chance: +13% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item& |
| On hands | storm rough leather gloves of the nighthunter (0 def, 1 armour) storm rough leather gloves of the nighthunter (0 def, 1 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Damage (Melee): 6 lightning Changes stats: +1 Cun Changes resistances: +7% darkness / +5% lightning Changes damage: +3% lightning Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Bokyrion the Blazegash (5 def, 0 armour) Bokyrion the Blazegash (5 def, 0 armour)Requires: - Level 35 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Damage when hit (Melee): 16 light Changes stats: +2 Wil Changes resistances: +9% fire Changes resistances penetration: +20% darkness / +19% physical Changes damage: +12% fire / +20% physical / +20% darkness / +20% all Mana each turn: +0.40 Equilibrium when hit: +0.16 Psi when hit: +0.12 Maximum mana: +100.00 Maximum hate: +15.00 Spellpower: +49 Spell crit. chance: +10% Mindpower: +10 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item& |
| Cloak | elven-silk cloak &039; (3 def, 11 armour) elven-silk cloak &039; (3 def, 11 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Armour: +11 Defense: +3 Effects on melee hit: * Slows global speed by 15% * 47% chance to blind Changes stats: +10 Cun / +10 Dex Changes resistances: +3% nature / +30% cold Changes resistances penetration: +5% nature / +10% light / +13% arcane Changes damage: +15% arcane Critical mult.: +30.00% Maximum mana: +99.00 Spellpower: +10 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item& |
| Around neck | Isubeth IsubethInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Str Changes resistances: +12% mind Reduces incoming crit damage: 5.00% Confusion immunity: +20% Only die when reaching: -40.00 life Amulets can have magical properties. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 117.80 physical damage and 213.15 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 282) healing infusion of the wizard (heal 282)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 282 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+17 for 9 turns, die at -889) heroism infusion of the psychic (+17 for 9 turns, die at -889)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -889 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+23 for 11 turns, die at -983) heroism infusion of the sneak (+23 for 11 turns, die at -983)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -983 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+21 for 11 turns, die at -715) heroism infusion of the wizard (+21 for 11 turns, die at -715)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -715 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (825% speed; 7 turns) movement infusion of the duelist (825% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 825% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (677% speed; 5 turns) movement infusion of the wizard (677% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 677% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (936% speed; 6 turns) movement infusion of the wizard (936% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 936% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 337 over 5 turns) regeneration infusion of the titan (heal 337 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 33%; cure mental, physical) wild infusion of the titan (resist 33%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 33% for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 21%; cure mental) wild infusion of the wizard (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 21% for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 555 for 5 turns) shielding rune of the wizard (absorb 555 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 555 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Cuthedan the stralite amulet Cuthedan the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +3% mind Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Mental save: +6 Teleport immunity: +50% Mental crit. chance: +4% It can be used to teleports you randomly (rad 56), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Garkul& Garkul&Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 225.62 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul& |
Gloryna the stralite amulet Gloryna the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 Changes resistances: +3% blight / +26% light / +22% darkness / +6% mind Changes resistances cap: +6% all Physical save: +23 Spell save: +22 Mental save: +23 Blindness immunity: +44% Confusion immunity: +10% Pinning immunity: +30% Mana when firing critical spell: +1.00 Amulets can have magical properties. |
Zemekkys& Zemekkys&Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% It can be used to activate talent Wormhole (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: 12 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 8 turns. At level 4, you may choose the exit location target area (radius 3). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage& archmage&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 12 light / 10 darkness Effects when hit in melee: * 13% chance to inflict damage reduction * 9% chance to blind Changes stats: +4 Mag Changes damage: +6% acid / +11% light / +12% darkness / +7% cold / +6% lightning / +6% fire Spellpower: +5 Spell crit. chance: +5% Amulets can have magical properties. |
clarifying steel amulet of healing clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% mind Cut immunity: +50% Confusion immunity: +20% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 389 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet &039; gold amulet &039;Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag / +2 Cun Grants telepathy: Humanoid/Orc Physical save: +10 Spell save: +16 Mental save: +16 Blindness immunity: +21% Mana each turn: +0.37 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +34.00 Infravision radius: +3 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
savior& savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.17 Cunning / Survival Physical save: +12 Spell save: +17 Mental save: +13 Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
voratun amulet &039; voratun amulet &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +8 Physical crit. chance: +7.0% Physical power: +6 Damage when hit (Melee): 4 physical Changes stats: +8 Str / +2 Dex / +8 Wil Changes resistances: +2% physical Critical mult.: +18.00% Amulets can have magical properties. |
wanderer& wanderer&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +4 Dex / +7 Cun / +16 Con Life regen: +1.10 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
warrior& warrior&Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +9% physical Teleport immunity: +50% Stamina each turn: +1.20 It can be used to teleports you randomly (rad 48), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Time Travel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 Reduces paradox failures(equivalent to willpower): +20 Talent on hit(spell): Rethread (10% chance level 2). It can be used to deal temporal damage to summons, and if they survive, remove them from time, costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren& |
Grinagorn GrinagornCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 Changes stats: +8 Str / +8 Con Changes resistances: +6% blight / +3% nature Changes resistances penetration: +5% blight Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -20.00 life Rings can have magical properties. |
Heatbreeze HeatbreezeCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 Armour penetration: +10 Physical power: +10 Defense: +8 Damage when hit (Melee): 12 temporal Changes stats: +7 Cun / +5 Dex Changes resistances: +6% fire / +6% temporal Changes damage: +3% temporal / +6% all Spellpower: +9 Mindpower: +17 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 417.36 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Vorulle VorulleCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +5 Con Changes resistances: +2% physical Changes resistances penetration: +5% mind Maximum encumbrance: +20 Mindpower: +2 Rings can have magical properties. |
conjurer& conjurer&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +14% blight Changes damage: +14% blight Spellpower: +8 Rings can have magical properties. |
gold ring &039; gold ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Str / +10 Wil / +7 Cun Grants telepathy: Humanoid/Orc Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Mindpower: +11 Rings can have magical properties. |
marksman& marksman&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 Changes stats: +10 Dex Life regen: +1.80 Maximum life: +88.00 Healing mod.: +26% Rings can have magical properties. |
mule& mule&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +7 Fatigue: -6% Maximum encumbrance: +37 Spellpower: +11 Mindpower: +15 Rings can have magical properties. |
solipsist& solipsist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Stun/Freeze immunity: +24% Life regen: +1.40 Mindpower: +5 Rings can have magical properties. |
steel ring &039; steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% darkness Blindness immunity: +20% Cut immunity: +5% Disarm immunity: +30% Pinning immunity: +32% Knockback immunity: +30% Only die when reaching: -40.00 life Maximum life: +32.00 Rings can have magical properties. |
stralite ring &039; stralite ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 Changes stats: +1 Str / +8 Dex / +8 Cun / +2 Con Changes resistances: +3% fire Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Infravision radius: +2 Rings can have magical properties. |
stralite ring of tenacity stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Disarm immunity: +34% Pinning immunity: +26% Knockback immunity: +29% Maximum life: +24.00 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
wizard& wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Silence immunity: +20% Mana each turn: +0.12 Rings can have magical properties. |
wizard& wizard&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Spell save: +20 Disarm immunity: +41% Pinning immunity: +38% Knockback immunity: +24% Maximum life: +36.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Phoenixglamour the voratun greatsword (61.5-98.4 power, 4 apr)Phoenixglamour the voratun greatsword (61.5-98.4 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 fire / +21 temporal / +4 mind / +20 nature When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% acid Changes resistances penetration: +30% acid Changes damage: +3% mind / +9% fire Massive two-handed swords. |
drakeskin leather belt &039; drakeskin leather belt &039;Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +2 Changes stats: +3 Str / +12 Mag / +8 Wil Changes resistances: +3% physical Reduces incoming crit damage: 5.00% Mana each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +130.00 Maximum mana: +121.00 Maximum stamina: +56.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +31.00 Maximum neg.energy: +33.00 Spell crit. chance: +6% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Reduces paradox failures(equivalent to willpower): +40 A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
marshal& marshal&Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +5 Changes stats: +2 Str / +2 Con Changes resistances: +11% light / +12% fire Stealth bonus: +6 Physical save: +6 Maximum life: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe &039; (2 def, 0 armour) cashmere robe &039; (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +2 Changes resistances: +84% light Changes damage: +28% light / +15% arcane Only die when reaching: -60.00 life Maximum life: +30.00 Maximum mana: +58.00 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belissra the Kilnswift (0 def, 5 armour) Belissra the Kilnswift (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 fire Changes resistances: +9% temporal / +9% fire Changes resistances penetration: +5% mind / +25% fire Life regen: +5.50 Healing mod.: +29% A pair of boots made of leather. |
Camedar the Kindleprophet (0 def, 1 armour) Camedar the Kindleprophet (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +6% blight / +3% fire Changes resistances penetration: +5% blight Maximum encumbrance: +22 Physical save: +7 A pair of boots made of leather. |
Zanurehek the rough leather gloves (0 def, 1 armour) Zanurehek the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 arcane Changes stats: +6 Mag / +4 Wil Changes resistances: +4% arcane / +6% acid Stun/Freeze immunity: +10% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyrybreba (0 def, 8 armour) Cyrybreba (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes stats: +3 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: -28% light / +9% darkness Confusion immunity: +15% Stun/Freeze immunity: +15% Life regen: +3.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Noontrencher the cashmere wizard hat (2 def, 0 armour) Noontrencher the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 12 physical Changes stats: +3 Con Changes resistances: +24% light Changes damage: +16% light / +9% physical Maximum life: +40.00 Light radius: +2 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing voratun mail armour of lightning resistance (5 def, 10 armour)cleansing voratun mail armour of lightning resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes resistances: +13% blight / +20% nature / +30% lightning A suit of armour made of mail. |
424 alchemist agate 424 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
iron pickaxe &039; (dig speed 19 turns) iron pickaxe &039; (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% light Changes resistances penetration: +10% light Maximum life: +23.00 Maximum stamina: +17.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof& Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
bright alchemist& bright alchemist&Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +47.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist& bright alchemist&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 93.91 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
bright dwarven lantern of clarity bright dwarven lantern of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +14 Light radius: +8 See stealth: +23 See invisible: +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.6 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 447.14 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp& |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon& Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +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 Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
39 alchemist bloodstone 39 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 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 opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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 (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Brodegen (23/23, 53.5-64.2 power, 6 apr) Brodegen (23/23, 53.5-64.2 power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Physical crit. chance: +22.0% Capacity: 23 On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Ranged): +32 mind / +18 darkness / +8 arcane Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +12 arcane Shots are used with slings to pummel your foes to death. |
Ce& Ce&Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% cold Maximum wards: +2 physical / +1 mind / +2 darkness Talent granted: +1 Ward Critical mult.: +3.00% Maximum encumbrance: +30 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 99 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind [power 4] (10 cooldown) voratun torque of clear mind [power 4] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, placing all other charms into a 10 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of psychoportation [power 54] (30 cooldown) warded voratun torque of psychoportation [power 54] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +4 mind / +5 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 54), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Arewe [power 5] (10 cooldown) Arewe [power 5] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +4 Ranged Defense: +4 Talent granted: +9 Lay Web Mental save: +25 Poison immunity: +10% Stun/Freeze immunity: +15% It can be used to remove up to 5 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
dragonbone wand of conjuration &039; [power 535] (10 cooldown) dragonbone wand of conjuration &039; [power 535] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% arcane / +6% mind Maximum wards: +5 lightning / +4 temporal / +5 blight / +3 fire / +4 cold Changes resistances penetration: +20% mind / +15% acid Changes damage: +6% acid / +3% arcane / +6% mind Talent cooldown: Void Blast (+6 turn) Talents granted: +5 Void Blast +5 Strike +1 Ward It can be used to fire a bolt of a random element (dam 268-535), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void dragonbone wand of clairvoyance [power 14] (6 cooldown) void dragonbone wand of clairvoyance [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +4 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of trap destruction [power 125] (15 cooldown) warded dragonbone wand of trap destruction [power 125] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 lightning / +4 temporal / +2 blight / +3 fire / +4 cold Talent granted: +1 Ward It can be used to try to disarm traps in a line (disarm power 125), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 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. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
WINNER!
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Yam the tough the Yeek Archmage level 33
5th Allure 123rd year of Ascendancy at 15:16 see stats
A different point of view (Nightmare (Adventure) difficulty)
4th Haze 123rd year of Ascendancy at 23:01 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Yam the tough the Yeek Archmage level 32
4th Allure 123rd year of Ascendancy at 00:59 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Yam the tough the Yeek Archmage level 37
50th Regrowth 123rd year of Ascendancy at 10:29 see stats
Back and there again (Nightmare (Adventure) difficulty)
7th Dusk 123rd year of Ascendancy at 19:38 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Yam the tough the Yeek Archmage level 36
45th Regrowth 123rd year of Ascendancy at 01:27 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Yam the tough the Yeek Archmage level 29
4th Decay 122nd year of Ascendancy at 01:02 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yam the tough the Yeek Archmage level 23
22nd Haze 122nd year of Ascendancy at 16:00 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Yam the tough the Yeek Archmage level 34
37th Regrowth 123rd year of Ascendancy at 16:20 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Yam the tough the Yeek Archmage level 50
29th Haze 123rd year of Ascendancy at 00:05 see stats
Earth Master (Nightmare (Adventure) difficulty)
76th Regrowth 123rd year of Ascendancy at 03:13 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Yam the tough the Yeek Archmage level 20
63rd Dusk 122nd year of Ascendancy at 17:02 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Yam the tough the Yeek Archmage level 50
22nd Haze 123rd year of Ascendancy at 00:17 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Yam the tough the Yeek Archmage level 31
2nd Wintertide 123rd year of Ascendancy at 14:56 see stats
Home sweet home (Nightmare (Adventure) difficulty)
23rd Regrowth 123rd year of Ascendancy at 17:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Yam the tough the Yeek Archmage level 10
6th Flare 122nd year of Ascendancy at 09:47 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Yam the tough the Yeek Archmage level 20
62nd Dusk 122nd year of Ascendancy at 17:27 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Yam the tough the Yeek Archmage level 30
4th Decay 122nd year of Ascendancy at 10:15 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Yam the tough the Yeek Archmage level 40
31st Pyre 123rd year of Ascendancy at 04:46 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Yam the tough the Yeek Archmage level 50
67th Dusk 123rd year of Ascendancy at 12:41 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Yam the tough the Yeek Archmage level 50
20th Haze 123rd year of Ascendancy at 14:58 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Yam the tough the Yeek Archmage level 50
74th Dusk 123rd year of Ascendancy at 14:56 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Yam the tough the Yeek Archmage level 12
10th Dusk 122nd year of Ascendancy at 17:21 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Yam the tough the Yeek Archmage level 45
5th Dusk 123rd year of Ascendancy at 07:44 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Yam the tough the Yeek Archmage level 33
29th Regrowth 123rd year of Ascendancy at 22:59 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Yam the tough the Yeek Archmage level 35
37th Regrowth 123rd year of Ascendancy at 18:00 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Yam the tough the Yeek Archmage level 50
38th Haze 123rd year of Ascendancy at 09:46 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Yam the tough the Yeek Archmage level 13
27th Dusk 122nd year of Ascendancy at 17:10 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Yam the tough the Yeek Archmage level 50
21st Haze 123rd year of Ascendancy at 00:29 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Yam the tough the Yeek Archmage level 50
38th Haze 123rd year of Ascendancy at 09:47 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Yam the tough the Yeek Archmage level 16
42nd Dusk 122nd year of Ascendancy at 23:51 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Yam the tough the Yeek Archmage level 27
64th Haze 122nd year of Ascendancy at 02:41 see stats
There and back again (Nightmare (Adventure) difficulty)
25th Pyre 123rd year of Ascendancy at 00:19 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Yam the tough the Yeek Archmage level 34
37th Regrowth 123rd year of Ascendancy at 09:37 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Yam the tough the Yeek Archmage level 23
72nd Dusk 122nd year of Ascendancy at 22:24 see stats
Triumph of the Way (Nightmare (Adventure) difficulty)
Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.By Yam the tough the Yeek Archmage level 50
38th Haze 123rd year of Ascendancy at 09:47 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Yam the tough the Yeek Archmage level 31
3rd Allure 123rd year of Ascendancy at 11:45 see stats
Log
Argoniel hits High Sun Paladin Aeryn for 118 physical, 26 blight (144 total damage).
A part of Argoniel&LASTLIGHT_REDLASTLASTLIGHT_GREENLASTLASTYam the tough hits Xorn for (4 absorbed), 1 lightning, (39 absorbed), 10 light, (11 absorbed), 3 arcane, (33 absorbed), 8 fire (22 total damage).
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 28 acid damage.
Xorn hits Yam the tough for (104 absorbed), 0 acid (0 total damage).
Argoniel&
High Sun Paladin Aeryn hits Argoniel for (57 to bones), 0 physical, 29 light (29 total damage).
Shield of Light hits Argoniel for 12 light, 29 light (41 total damage).
Yam the tough casts Manathrust.
Yam the tough&
Quest &039; is done! (Press &039; to see the quest log)
Personal New Achievement: Tactical master (Nightmare (Adventure) difficulty)!
Quest &039; status updated! (Press &039; to see the quest log)
Yam the tough hits Argoniel for 885 arcane damage.
Talent Flame is ready to use.
Yam the tough killed Argoniel!
Yam the tough&fbd578LASTSLATELASTLIGHT_REDLASTLASTfbd578LASTLIGHT_GREENLASTLASTfbd578LASTLIGHT_GREENLAST039;s healing light area effect.
Saving game...
Quest &039; status updated! (Press &039; to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Triumph of the Way (Nightmare (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Nightmare (Adventure) difficulty)!
Saving done.
