











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. QuickTome: Remove Stat Requirements 1.4.8 Possessor Bonus Class 1.5.4Donators/Buyers bonus! adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Ignore Race/Class Locks 1.1.0Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. QuickTome: Event Changes 1.3.1 Embers of Rage 1.5.0Official Expansion!Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.5.0Donators/Buyers bonus! Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.5.0Official Expansion!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!) Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Better Item Description 1.5.5This 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 Marson's Bosses Gone AWOL 1.2.5The 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
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Paradox Mage |
| Level / Exp | 50 / 2000% |
| Size | small |
| Lifes / Deaths | Killed by Seegy Doo at level 50 on the 48th Dusk 123rd year of Ascendancy at 00:56 / 1 |
Primary Stats
| Strength | 27 (base 16) |
| Dexterity | 27 (base 8) |
| Constitution | 106.86 (base 60) |
| Magic | 141.86 (base 66) |
| Willpower | 118.86 (base 65) |
| Cunning | 64.6 (base 30) |
Resources
| Life | 1320/1327 |
| Paradox | 623 |
| Healing Factor | 2.2347778660696 |
| Regeneration | 19.777784114716 |
Speed
| Mental | +29.86451135714% |
| Attack | +29.86451135714% |
| Movement | -2.2204460492503E-14% |
| Spell | +29.86451135714% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 11 |
| See Stealth | 25 |
| See Invisible | 52 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 33 |
| Crit Chance | 28% |
| APR | 13 |
| Speed | 0.77 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 33 |
| Crit Chance | 41% |
| APR | 18 |
| Speed | 0.77 |
Offense: Spell
| Spellpower | 93 |
| Crit Chance | 40% |
| Speed | 0.77003331360475 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 20% |
| Speed | 0.77003331360475 |
Offense: Damage Bonus
| Darkness | +36% |
| Lightning | +19% |
| Light | +37% |
| Temporal | +81% |
| Blight | +24% |
| Physical | +19% |
| Acid | +24% |
| All | +9% |
Offense: Damage Penetration
| Physical | +15% |
| Arcane | +20% |
| Temporal | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 98.374016476842 (50.629139072848%) |
| Defense | 66 |
| Ranged Defense | 71 |
| Fatigue | 5 |
| Physical Save | 64 |
| Spell Save | 74 |
| Mental Save | 68 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 38%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 37%( 80%) |
| Temporal | + 49%( 70%) |
| Fire | + 34%( 70%) |
| Lightning | + 41%( 75%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 95% |
| Blind Resistance | 100% |
| Silence Resistance | 60% |
| Bleed Resistance | 57% |
| Pinning Resistance | 49% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 9 turns. While Heroism is active, you will only die when reaching -844 life. 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 704 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 809 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.50 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Reality Smearing |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Chant of Fortress |
| talent | Gravity Locus |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's accuracy and power have been increased by 12. 4 Fateweaver |
| beneficial effect | Increases your three highest stats by 20 and keeps you from dying even if your life drops to -761. Heroism |
| detrimental effect | Damage received in the past is returned as 15.56 paradox damage per turn. Reality Smearing |
| beneficial effect | Increases attack, spell, and mind speed by 30%. 3 Time Dilation |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+23). Continuum Destabilization |
| beneficial effect | The target's defense and saves have been increased by 28. 4 Spin |
| beneficial effect | The target is out of phase with reality, increasing defense by 20, resist all by 19%, and reducing the duration of detrimental timed effects by 30%. Out of Phase |
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 |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Device Mastery (+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 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 1251. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | reinforced pair of drakeskin leather boots of spellbinding (0 def, 11 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Armour +11 Fatigue +5% Resists +14% acid +10% fire +10% lightning +12% cold Spell.save +3 (+1 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
| Light source | Stardodger1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +13% light +15% temporal Res.pen +10% temporal ----- def ----- Armour +4 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +10% temporal +15% darkness +3% blight +10% cold +6% fire Affinity +5% light Mind.save +14 (+3 eff.) Disease- +15% Knockbk- +10% Def/telep +20 Res/telep +19% Dur/telep +30% ---------- misc Light +11 See.Stealth +25 See.Invis +25 Sun Flare: Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 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 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 95.97 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 | The Black Crown (0 def, 15 armour)3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 13 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 91.25 to 273.76 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 437.77 temporal and 328.93 darkness damage (based on Magic). Uses 16 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
| On fingers | Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 572.52 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 5 turn(s). Uses 26 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't alone, he had to improvise. |
| On fingers | Ring of the Mountain Yeek0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +11 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +20% arcane +15% physical ----- def ----- Spell.save +19 (+5 eff.) Max.HP +147.00 HP.reg +6.80 Heal.mod +25% Disarm- +50% Pinning- +49% Stun/Frz- +39% Knockbk- +50% ---------- misc Max.stam +55.00 Rings can have magical properties. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Ce'Nugata (30-36 power, 6 apr, temporal element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 temporal While equipped: Stats +3 Str +3 Mag +3 Cun +6 Con dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +33 (+6 eff.) Melee+ 35 fire Dmg.mod +30% temporal ----- def ----- HP.reg +1.80 Heal.mod +26% ---------- misc Light +2 Infravis +3 See.Invis +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | drakeskin leather belt 'Ce'Namira'1.0 T5 belt armor [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +4.0% Res.pen +10% temporal Acc +10 (+5 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Phys.save +9 (+2 eff.) Mind.save +15 (+3 eff.) Max.HP +102.00 Heal.mod +20% ---------- misc Stam/turn +0.60 A belt that goes around your waist. |
| In off hand | Life Drinker (42-54.6 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 32 out of 50/50. Range 6 Travel.spd 600% of base Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 24.63 acid and 24.63 blight damage. If not cleared after five turns it will inflict 139.82 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
| Cloak | Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Dex +8 Mag +6 Cun dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +15% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +20% light +20% darkness Res.Cap +10% light ---------- misc Masteries +0.20 Celestial/Sun +0.20 Celestial/Radiance +0.20 Spell/Phantasm +0.20 Celestial/Light Barrier: Level 3.6 Pwr.cost 32 out of 24/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 380 damage. The total damage the barrier can absorb will increase with your Spellpower. 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. |
| Main armor | Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +25 (+6 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
Inventory
healing infusion of the sneak (heal 177)0.1 T1 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 177 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 10 turns, die at -575)0.1 T3 infusion scroll [Normal] 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 increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -575 life. 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. 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 (+21 for 7 turns, die at -881)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 7 turns. While Heroism is active, you will only die when reaching -881 life. 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. 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 (+24 for 12 turns, die at -765)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 12 turns. While Heroism is active, you will only die when reaching -765 life. 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. 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 (+14 for 9 turns, die at -619)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -619 life. 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (624% speed; 7 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 624% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (578% speed; 7 turns)0.1 T2 infusion scroll [Normal] 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 increase movement speed by 578% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (591% speed; 7 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 591% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (577% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 577% 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. 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 (381% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 381% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (872% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 872% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 152 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 558 over 5 turns)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 558 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 171 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. 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 ability. |
regeneration infusion of the wizard (heal 831 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 831 life over 5 turns. 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 ability. |
wild infusion (resist 20%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 22%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 16%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 31%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random magical effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 30%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random mental effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (625.44 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (77% of a turn) Is a spell Description: Inflicts 1132.05 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 10)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (77% of a turn) Is a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 14)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (77% of a turn) Is a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 14)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (77% of a turn) Is a spell Description: Activate the rune to teleport in a range of 14. 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 ability. |
controlled phase door rune of the wizard (range 14)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (77% of a turn) Is a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 411 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 411 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 637 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 637 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 74)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (77% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 96)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (77% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 59)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (77% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 172)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (77% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 172 with a minimum range of 15. 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 ability. |
teleportation rune of the titan (range 151)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (77% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 151 with a minimum range of 15. 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 ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 8 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 164.17 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's many meals. |
archmage's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) S.pwr/crit +2 Dmg.mod +4% acid +5% fire +5% lightning +5% cold ---------- misc Mana/turn +0.18 Max.mana +29.00 Amulets can have magical properties. |
restful steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +0.90 ---------- misc Mana/turn +0.19 Max.mana +26.00 Amulets can have magical properties. |
serendipitous stralite amulet of mastery (0.34 Chronomancy / Energy)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +12 Lck dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +12 (+3 eff.) Unseen.red 15% ---------- misc Masteries +0.34 Chronomancy/Energy Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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. |
Ce'Nuta0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +6% mind ----- def ----- Crit.dmg- 10.00% ---------- misc See.Invis +18 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +8% physical Acc +10 (+5 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Growthglory0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 nature 16 light On Hit (Melee): * Slows global speed by 30% ----- def ----- Phys.save +6 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Light +3 Rings can have magical properties. |
Moldwinnow0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +15% nature +3% lightning Max.HP +23.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +7 See.Invis +6 Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
gladiator's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +9 (+4 eff.) ----- def ----- Max.HP +49.00 HP.reg +0.50 Heal.mod +23% Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings can have magical properties. |
solipsist's gold ring of aether (+12%)0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +12% arcane ----- def ----- Resists +12% arcane Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
stralite ring 'Arebar'0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% darkness ----- def ----- Resists +9% blight +3% physical +36% darkness +5% arcane Crit.dmg- 15.00% Phys.save +9 (+2 eff.) Pinning- +20% Rings can have magical properties. |
stralite ring of warding0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +19% acid +22% fire +18% cold +17% lightning Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
chilling voratun dagger of torment (37-48.1 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Psionic Power 37.0 - 48.1 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 cold On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +10% mind +9% darkness Sharp, short and deadly. |
acidic voratun longsword of paradox (42.5-59.5 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 acid +15 temporal On Crit: * splashes the target with acid While equipped: dps ---------- Melee Ret 20 temporal ----- def ----- Resists +19% temporal Sharp, long, and deadly. |
glacial voratun waraxe of evisceration (39.5-55.3 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +23 ice On Crit: * wounds the target for 7 turns: 12 bleeding, 50% reduced healing While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +15 (+6 eff.) Res.pen +12% cold ----- def ----- Armour +12 One-handed war axes. |
Ebonyqueen the drakeskin leather belt1.0 T5 belt armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Crit.mult +27.00% Spell.pwr +6 (+1 eff.) S.pwr/crit +8 Dmg.mod +15% arcane Phasing +40% Melee Ret 8 darkness ----- def ----- Mind.save +12 (+3 eff.) A belt that goes around your waist. |
ancient elven-silk robe of power (5 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +13% physical +16% temporal +15% all Res.pen +7% temporal +12% physical ----- def ----- Defense +5 (+1 eff.) Anom.red +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of voratun boots of uncanny dodging (8 def, 5 armour)3.0 T5 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+3 eff.) Apr +6 ----- def ----- Armour +5 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant drakeskin leather gloves of dispersion (0 def, 3 armour)1.0 T5 hands armor [Ego+] Arcane While equipped: Stats +6 Wil +7 Mag dps ---------- Melee+ 13 arcane 10 light Dmg.mod +6% light ----- def ----- Armour +3 Resists +5% arcane +7% light Disperse Magic: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 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. |
spellstreaming voratun gauntlets of archery (0 def, 3 armour)1.5 T5 hands armor [Ego++] Arcane/Master While equipped: Stats +7 Cun +7 Dex dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Acc +10 (+5 eff.) Apr +9 ----- def ----- Armour +3 ---------- misc Mana/turn +0.40 Steady Shot: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of archery (0 def, 3 armour)1.5 T5 hands armor [Ego+] Master While equipped: Stats +5 Cun +7 Dex dps ---------- Acc +9 (+4 eff.) Apr +15 ----- def ----- Armour +3 Steady Shot: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
insulating dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% cold +7% fire ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's voratun helm of knowledge (0 def, 5 armour)3.0 T5 head armor [Ego++] Nature/Psionic While equipped: Stats +6 Str +9 Wil +5 Cun dps ---------- Phys.pwr +11 (+5 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +13% physical Phys.save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearforged voratun mail armour of command (18 def, 16 armour)14.0 T5 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +8 Con ----- def ----- Armour +16 Defense +18 (+4 eff.) Fatigue +28% Resists +14% fire -16% light +14% darkness Phys.save +9 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +30 (+7 eff.) A suit of armour made of mail. |
enlightening voratun plate armour of command (20 def, 21 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego++] Psionic While equipped: Stats +13 Cun +8 Wil ----- def ----- Armour +21 Defense +20 (+5 eff.) Fatigue +26% Mind.save +41 (+10 eff.) A suit of armour made of metal plates. |
9 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. |
844 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 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. |
17 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 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. |
11 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 64 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 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. |
11 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 80 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (163 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
41 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
11 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. |
11 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. |
8 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. |
10 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 636.25 fire damage (based on Magic). Uses 40 power out of 64/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 24 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 836.51 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 20 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Cyryma [power 71] (16 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Con +1 Wil dps ---------- Crit.mult +6.00% ----- def ----- Phys.save +3 (+1 eff.) Harden the skin for 7 turns increasing armour by 71 and armour hardiness by 70% Puts all charms on 16 cooldown 100% to regenerate 11 stamina. 100% to regenerate 13 equilibrium. Natural totems are made by powerful wilders to store nature power. |
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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 24 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
7 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. |
11 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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. |
10 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. |
8 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. |
14 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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
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.
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 (Roguelike)
Found the mysterious staff and told Last Hope about it.By Seegy Doo the Yeek Paradox Mage level 34
7th Allure 123rd year of Ascendancy at 04:41 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Seegy Doo the Yeek Paradox Mage level 50
56th Pyre 123rd year of Ascendancy at 16:05 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Seegy Doo the Yeek Paradox Mage level 34
2nd Allure 123rd year of Ascendancy at 07:56 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Seegy Doo the Yeek Paradox Mage level 38
9th Regrowth 123rd year of Ascendancy at 01:51 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Seegy Doo the Yeek Paradox Mage level 45
14th Pyre 123rd year of Ascendancy at 00:06 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Seegy Doo the Yeek Paradox Mage level 37
6th Regrowth 123rd year of Ascendancy at 13:35 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Seegy Doo the Yeek Paradox Mage level 11
3rd Summertide 122nd year of Ascendancy at 14:31 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Seegy Doo the Yeek Paradox Mage level 35
3rd Regrowth 123rd year of Ascendancy at 12:13 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Seegy Doo the Yeek Paradox Mage level 43
77th Regrowth 123rd year of Ascendancy at 14:01 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Seegy Doo the Yeek Paradox Mage level 46
27th Pyre 123rd year of Ascendancy at 05:26 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Seegy Doo the Yeek Paradox Mage level 22
38th Haze 122nd year of Ascendancy at 19:38 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Seegy Doo the Yeek Paradox Mage level 18
21st Haze 122nd year of Ascendancy at 17:01 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Seegy Doo the Yeek Paradox Mage level 26
55th Haze 122nd year of Ascendancy at 17:45 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Seegy Doo the Yeek Paradox Mage level 50
25th Dusk 123rd year of Ascendancy at 14:48 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Seegy Doo the Yeek Paradox Mage level 49
41st Pyre 123rd year of Ascendancy at 13:16 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Seegy Doo the Yeek Paradox Mage level 35
1st Regrowth 123rd year of Ascendancy at 01:00 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Seegy Doo the Yeek Paradox Mage level 21
32nd Haze 122nd year of Ascendancy at 04:52 see stats
Level 10 (Roguelike)
Got a character to level 10.By Seegy Doo the Yeek Paradox Mage level 10
7th Mirth 122nd year of Ascendancy at 14:31 see stats
Level 20 (Roguelike)
Got a character to level 20.By Seegy Doo the Yeek Paradox Mage level 20
26th Haze 122nd year of Ascendancy at 05:43 see stats
Level 30 (Roguelike)
Got a character to level 30.By Seegy Doo the Yeek Paradox Mage level 30
4th Decay 122nd year of Ascendancy at 07:41 see stats
Level 40 (Roguelike)
Got a character to level 40.By Seegy Doo the Yeek Paradox Mage level 40
40th Regrowth 123rd year of Ascendancy at 01:51 see stats
Level 50 (Roguelike)
Got a character to level 50.By Seegy Doo the Yeek Paradox Mage level 50
44th Pyre 123rd year of Ascendancy at 17:17 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Seegy Doo the Yeek Paradox Mage level 50
10th Dusk 123rd year of Ascendancy at 16:17 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Seegy Doo the Yeek Paradox Mage level 48
32nd Pyre 123rd year of Ascendancy at 07:38 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Seegy Doo the Yeek Paradox Mage level 12
5th Flare 122nd year of Ascendancy at 00:08 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Seegy Doo the Yeek Paradox Mage level 35
10th Allure 123rd year of Ascendancy at 23:54 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Seegy Doo the Yeek Paradox Mage level 36
3rd Regrowth 123rd year of Ascendancy at 13:58 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Seegy Doo the Yeek Paradox Mage level 50
48th Dusk 123rd year of Ascendancy at 00:55 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Seegy Doo the Yeek Paradox Mage level 11
8th Mirth 122nd year of Ascendancy at 09:57 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Seegy Doo the Yeek Paradox Mage level 50
10th Dusk 123rd year of Ascendancy at 18:22 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Seegy Doo the Yeek Paradox Mage level 16
4th Haze 122nd year of Ascendancy at 21:30 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Seegy Doo the Yeek Paradox Mage level 15
35th Dusk 122nd year of Ascendancy at 06:50 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Seegy Doo the Yeek Paradox Mage level 39
37th Regrowth 123rd year of Ascendancy at 00:43 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Seegy Doo the Yeek Paradox Mage level 31
7th Decay 122nd year of Ascendancy at 21:29 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Seegy Doo the Yeek Paradox Mage level 19
23rd Haze 122nd year of Ascendancy at 07:30 see stats
Triumph of the Way (Roguelike)
Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.By Seegy Doo the Yeek Paradox Mage level 50
48th Dusk 123rd year of Ascendancy at 00:56 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Seegy Doo the Yeek Paradox Mage level 32
1st Allure 123rd year of Ascendancy at 04:11 see stats
Log
Seegy Doo emerges from a space-time rift!
Seegy Doo casts Echoes From The Past.
Seegy Doo casts Rethread.
Elandar's lifeline has been braided.
Venom drake hatchling's lifeline has been braided.
Venom drake's lifeline has been braided.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Roguelike)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Seegy Doo damages Venom drake through the Braid!
Seegy Doo hits Venom drake for 363 temporal, 223 braided , 75 braided , 730 braided (1392 total damage).
Seegy Doo hits Elandar for 45 physical, 407 temporal, 431 temporal, 146 physical, 1411 temporal (2439 total damage).
Seegy Doo hits Venom drake hatchling for 484 temporal, 223 braided , 75 braided , 730 braided (1513 total damage).
Seegy Doo killed Elandar!
--------------------------------
Saving game...
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' 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 (Roguelike)!
Saving done.
Seegy Doo is no longer out of phase.
Seegy Doo deactivates Energy Decomposition.
Seegy Doo deactivates Chant of Fortress.
Seegy Doo stops spinning fate.
Seegy Doo deactivates Reality Smearing.
Seegy Doo deactivates Matter Weaving.
Seegy Doo deactivates Gravity Locus.
Seegy Doo stops weaving fate.











































































































































