












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Infinite500 v2.5e: Revised high level play for ToME 1.4.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Infinite Cat Points 1.4.0One Cat Point per level. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Faerie |
Class | Adventurer |
Level / Exp | 50 / 1959% |
Size | small |
Lifes / Deaths | Killed by blade horror at level 19 on the 14th Dusk 122nd year of Ascendancy at 11:41 5 / 3Killed by Poryta the worm that walks at level 19 on the 14th Dusk 122nd year of Ascendancy at 14:08 Killed by Sirena at level 50 on the 10th Allure 123rd year of Ascendancy at 22:03 |
Primary Stats
Strength | 163.06 (base 30) |
Dexterity | 63 (base 15) |
Constitution | 68 (base 60) |
Magic | 122.06 (base 60) |
Willpower | 98.06 (base 60) |
Cunning | 79 (base 59) |
Resources
Psi | 185/208 |
Mana | 101/444 |
Equilibrium | 382 |
Paradox | 312 |
Life | 1196/1196 |
Positive | 0/177 |
Stamina | 286/357 |
Hate | 114/114 |
Healing Factor | 1.6555462184874 |
Regeneration | 13.737779771483 |
Speed
Mental | -9.9999999999994% |
Attack | 0% |
Movement | +1204.667432194% |
Spell | 0% |
Global | +254.76276444902% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 6 |
See Stealth | 97.018113675783 |
See Invisible | 97.018113675783 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 524 |
Accuracy | 100 |
Crit Chance | 110% |
APR | 16 |
Speed | 1.11 |
Offense: Spell
Spellpower | 74 |
Crit Chance | 77% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +40% |
Light | +52% |
Temporal | +35% |
Physical | +72% |
All | +20% |
Offense: Damage Penetration
Lightning | +20% |
Temporal | +20% |
Nature | +20% |
Physical | +84% |
Darkness | +18% |
All | 0% |
Defense: Base
Armour (hardiness) | 55 (84.180064308682%) |
Defense | 92 |
Ranged Defense | 100 |
Fatigue | 0 |
Physical Save | 83 |
Spell Save | 94 |
Mental Save | 89 |
Defense: Resistances
Acid | + 30%( 77%) |
Physical | + 27%( 77%) |
Cold | + 39%( 77%) |
All | + 19%( 77%) |
Darkness | + 56%( 77%) |
Light | + 55%( 87%) |
Temporal | + 26%( 77%) |
Lightning | + 34%( 77%) |
Fire | + 43%( 77%) |
Nature | + 27%( 77%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 17% |
Knockback Resistance | 5% |
Confusion Resistance | 37% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 690 damage for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 255 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 37% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 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 15 for 12 turns. While Heroism is active, you will only die when reaching -547 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. |
Class Talents
Technique / Combat techniques | 1.80 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.80 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed weapons | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Advanced martial enchantments | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 2.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Martial enchantments | 2.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 2.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.80 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Battle tactics | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Slime | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.40 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.80 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.80 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Race / Faerie | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 2.20 |
| 2/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.80 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Cleave |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Wild Growth |
talent | Augmentation |
talent | Arcane Shield |
talent | Weapon Folding |
talent | Berserker |
talent | Battlesurge |
talent | Precise Strikes |
talent | Feather Wind |
talent | Essence of Speed |
talent | Elemental Harmony |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | The target is surrounded by a time distortion, absorbing 1339/940 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 48%. Time Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +164% Defense: +77 Avoidance of some traps. |
beneficial effect | Increases your three highest stats by 15 and keeps you from dying even if your life drops to -547. Heroism |
beneficial effect | Each melee blow landed has a 58% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
beneficial effect | Increases global action speed by 68%. Fey Speed |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | Increases defense by 28. Mobile Defense |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | 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 sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)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 Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+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 Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * 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: 1488. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of fire wyrm saliva. * You've found the needed multi-hued wyrm scale. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed skeleton mage skull. * You've found the needed vampire lord fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 1.0 T5 dagger 1H weapon [Unique] Arcane/PsionicEnchantment: Weapon Power 38.0 - 49.4 Physical Uses 30% Wil, 100% Mag, 24% Cun Mastery Enchant Weapon Acc+ +0.5% APR / acc Acc +24 Apr +40 Crit +10.0% Atk.spd 100% HP.leech +10% Melee+ +20 fire While equipped: dps ---------- Phys.pwr +15 (+1 eff.) Res.pen +30% physical Acc +8 (+1 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Arcane Power 62.5 - 75.0 Physical Uses 50% Mag, 92% Cun Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Capacity 50 Rld cld 3 Ranged+ +15 temporal +13 physical On Hit: * 10% chance to stun, blind, pin, or confuse the target Shots are used with slings to pummel your foes to death. |
Light source | ![]() 0.0 T5 lite [Ego++] Arcane/Psionic While equipped: Stats +7 Mag dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Phys.save +16 (+4 eff.) Spell.save +20 (+4 eff.) Mind.save +14 (+3 eff.) ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +10 Wil +5 Cun dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mind.pwr +5 (+2 eff.) Dmg.mod +10% all ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +3% darkness +3% light +15% fire +15% cold +13% lightning Mind.save +53 (+11 eff.) Blind- +20% Knockbk- +5% ---------- misc Light +2 A cap made of leather. |
On feet | ![]() 3.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Con +11 Wil dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +9% physical Melee Ret 12 mind ----- def ----- Armour +5 Defense +24 (+5 eff.) Fatigue +4% Resists +15% fire +10% cold Mind.save +6 (+1 eff.) ---------- misc Max.psi +30.00 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% temporal Res.pen +20% lightning +20% temporal On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning +9% temporal Phys.save +10 (+2 eff.) Spell.save +11 (+2 eff.) Mind.save +11 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Max.HP +64.00 HP.reg +1.80 Heal.mod +19% Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +10 Mag dps ---------- Res.pen +20% nature +10% physical ----- def ----- Armour +12 Defense +11 (+2 eff.) Res.Cap +7% all Phys.save +52 (+11 eff.) Spell.save +19 (+4 eff.) Mind.save +25 (+5 eff.) ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/MasterEnchantment: Weapon Power 82.0 - 123.0 Physical Uses 205% Mag Mastery Enchant Weapon Acc+ +0.1% dam / acc Acc +36 Apr +7 Crit +4.0% Atk.spd 100% HP.leech +10% Melee+ +65 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/NatureEnchantment: Heavy Armour While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical Phys.save +6 (+2 eff.) Disarm- +12% ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Earthquake: Level 4.8 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 157.38 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +9.00% Phys.pwr +6 (+0 eff.) Apr +2 ----- def ----- Armour +10 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +9% darkness +8% light +4% all A belt that goes around your waist. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Dex +6 Cun +8 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +15% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+3 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 4.8 Pwr.cost 40 out of 40/40. 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 365 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 | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag dps ---------- Phys.crit +5.0% Spell.crit +10% Mind.crit +9% Spell.pwr +5 (+1 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +17% light +20% physical +20% darkness +10% all Res.pen +18% darkness +20% physical ----- def ----- Armour +21 Defense +13 (+3 eff.) Resists +14% light +14% darkness Phys.save +9 (+2 eff.) Spell.save +28 (+5 eff.) Mind.save +10 (+2 eff.) Max.HP +59.00 Disarm- +5% ---------- misc Max.hate +14.00 Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 259 and cleanse 1 wound and 1 poison effect. 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. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 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 23 for 11 turns. While Heroism is active, you will only die when reaching -736 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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 854 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. |
![]() 0.1 T5 rune scroll [Unique] Arcane 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 spell Description: You will have to try it to discover what it does. Inscribe your skin with the rune. A long forgotten rune created by a long forgotten people. It appears to have been part of something greater. Parts of it still hold great power. But who knows what it will unleash? |
![]() 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 (100% of a turn) Is a spell Description: Inflicts 732.02 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. |
![]() 0.1 T3 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to enchant your weapons and armour for 11 turns. This enchantment increases your accuracy and armour by 17 and adds 20 arcane damage to all your hits. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to enchant your weapons and armour for 12 turns. This enchantment increases your accuracy and armour by 29 and adds 34 arcane damage to all your hits. 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. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to enchant your weapons and armour for 12 turns. This enchantment increases your accuracy and armour by 50 and adds 60 arcane damage to all your hits. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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 465 damage for 5 turns. 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. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 654 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Lck dps ---------- Acc +10 (+2 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +5 Defense +20 (+4 eff.) Resists +6% blight +3% cold +6% lightning Res.Cap +4% all Phys.save +8 (+2 eff.) Spell.save +9 (+2 eff.) Unseen.red 14% ---------- misc Masteries +0.28 Celestial/Star fury +0.28 Chronomancy/Spellbinding Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +3 Mag ----- def ----- Fatigue -6% Resists +15% light +19% darkness Blind- +23% ---------- misc Light +3 See.Invis +3 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.18 Max.mana +33.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 8 light 6 darkness Dmg.mod +6% light +7% darkness On Melee Ret: * 8% chance to inflict 15% damage reduction * 7% chance to blind ----- def ----- Phys.save +16 (+4 eff.) Spell.save +13 (+2 eff.) Mind.save +13 (+3 eff.) Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +22% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +14% light +12% darkness Blind- +22% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% light +10% darkness Blind- +27% Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% mind +15% physical Acc +14 (+2 eff.) ----- def ----- Resists +12% mind +15% physical HP.reg +0.80 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 25.45 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
![]() 0.1 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 220.92 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 3 turn(s). Uses 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't alone, he had to improvise. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Shield defense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Superiority +0.30 Technique/Pugilism +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +6 (+1 eff.) Resists +20% fire Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +6 (+1 eff.) Max.HP +27.00 Disarm- +25% Pinning- +24% Knockbk- +22% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Mag +2 Cun dps ---------- Crit.mult +25.00% ----- def ----- Armour +8 Mind.save +15 (+3 eff.) ---------- misc Mana/s.crit +3.00 Max.psi +20.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Silence- +23% ---------- misc Mana/turn +0.11 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +7% blight Poison- +10% Disease- +15% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/MasterEnchantment: Weapon Power 60.0 - 96.0 Physical Uses 205% Mag Mastery Enchant Weapon Acc+ +0.4% crit.pwr / acc Acc +20 Apr +22 Crit +10.0% Atk.spd 100% HP.leech +10% Melee+ +35 fire On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. This item has been sent to the Item's Vault. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/MasterEnchantment: Weapon Power 67.0 - 107.2 Physical Uses 20% Con, 186% Mag Mastery Enchant Weapon Acc+ +0.4% crit.pwr / acc Acc +27 Apr +22 Crit +12.0% Atk.spd 118% Melee+ +21 cold On Hit: * releases a burst of light, dealing 112 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. This item has been sent to the Item's Vault. |
Jade Fervor (50-80 power, 10 apr) Jade Fervor (50-80 power, 10 apr)24.0 T5 greatsword 2H weapon [Unique] Nature/Psionic Power 50.0 - 80.0 Physical Uses 170% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 143% Melee+ +40 natural flames On Crit: * devour one beneficial effect or sustain and heal yourself for 75 damage While equipped: ----- def ----- Heal/summ +75 Natural flames are both nature and fire damage, and inflict triple damage upon demons and the undead. A huge blade of carved jade has been fitted to a dragonbone hilt. It is very heavy, but somehow quick in your hands. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 16 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 5.0 T2 staff 2H weapon [Random Unique] Nature Power 15.0 - 18.0 Physical Uses 130% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +2% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane On Hit (Melee): * Slows global speed by 30% * 6% chance to blind ----- def ----- Defense +8 (+2 eff.) Spell.save +29 (+6 eff.) HP.reg +1.20 Heal.mod +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.4 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 189.99 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 130% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 405, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+2 eff.) Stealth +5 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Spell.save +6 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Die.at -40.00 life Max.HP +33.00 Silence- +10% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +12 (+2 eff.) Apr +11 ----- def ----- Defense +2 (+0 eff.) Phys.save +9 (+2 eff.) HP.reg +0.20 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's Vault. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +3 Str +3 Dex +3 Mag +7 Wil +3 Cun +8 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +9% Phys.pwr +2 (+0 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +14% darkness +20% physical +35% light +10% all Res.pen +12% darkness +17% physical Apr +5 Melee Ret 4 physical ----- def ----- Armour +13 Defense +13 (+3 eff.) Fatigue -2% Resists +36% light +14% darkness Max.HP +84.00 ---------- misc Max.hate +15.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T4 feet armor [Unique] Arcane/PsionicEnchantment: Heavy Armour While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +1% Phys.save +5 (+1 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% Knockbk- +10% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
![]() 1.0 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Mag +6 Wil +4 Con dps ---------- Melee+ 4 acid 5 fire 5 cold 6 lightning ----- def ----- Armour +2 Disarm- +32% ---------- misc Masteries +0.20 Technique/Grappling Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Ego++] ArcaneEnchantment: Heavy Armour While equipped: Stats +3 Mag +3 Cun +11 Con ----- def ----- Armour +18 Hardiness +14% Resists +10% physical +8% light +8% darkness Phys.save +5 (+1 eff.) Disarm- +10% ---------- misc Infravis +2 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 112.90 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +5 Dex +6 Mag +10 Cun dps ---------- Dmg.mod +6% blight ----- def ----- Armour +3 Resists +15% blight +9% light +10% darkness Phys.save +15 (+3 eff.) Mind.save +9 (+2 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.50 Max.stam +40.00 Max.hate +2.00 Infravis +2 Cooldown Double Strike -1 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 112.90 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +20% nature +10% all Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+2 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Unique] Arcane A part of set. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+5 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T1 head armor [Ego++] Arcane While equipped: ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +4% lightning +4% temporal +4% light +3% fire +3% nature +4% all +4% acid +4% blight +3% cold +4% darkness Shield.pwr +6% HP.reg +1.80 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+2 eff.) A cap made of leather. |
![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 T5 heavy armor [Random Unique] Arcane/Nature/Master/PsionicEnchantment: Heavy Armour While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% light Res.pen +25% light +10% temporal ----- def ----- Armour +28 Defense +13 (+3 eff.) Fatigue +6% Resists +9% acid +12% cold Dmg.red +4 all Phys.save +4 (+1 eff.) Mind.save +19 (+4 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego+] Arcane/Master While equipped: Stats +10 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +26% Resists +27% cold +8% fire +12% darkness -17% light Phys.save +6 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +9 (+2 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+2 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 18 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 76.47 to 229.40 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Nature/Master/PsionicEnchantment: Heavy Armour While equipped: Stats +4 Str +3 Cun +6 Con dps ---------- Dmg.mod +18% arcane ----- def ----- Armour +21 Defense +22 (+4 eff.) Fatigue +15% Resists +13% acid +15% physical +6% light +15% fire +12% lightning +37% cold Dmg.red +7 all Phys.save +42 (+9 eff.) Mind.save +21 (+4 eff.) Disarm- +24% Stun/Frz- +37% Knockbk- +37% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego++] Nature While equipped: Stats +6 Str +4 Wil +4 Con dps ---------- Melee Ret 8 light ----- def ----- Armour +21 Defense +9 (+2 eff.) Fatigue +26% Resists +10% acid +11% physical +13% darkness +11% fire +19% blight +13% cold +11% lightning +5% all Disarm- +34% Stun/Frz- +30% Knockbk- +31% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego++] Arcane While equipped: Stats +7 Str +10 Mag +5 Wil dps ---------- Phys.crit +10.0% Spell.crit +12% Mind.crit +13% Phys.pwr +21 (+2 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +11 (+3 eff.) Melee+ 21 acid 13 fire Dmg.mod +10% all Melee Ret 12 acid 13 fire ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +20% acid +16% fire +15% lightning A suit of armour made of metal plates. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 120% Mag, 30% Cun Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +5 Str +4 Wil dps ---------- Phys.crit +6.0% Mind.crit +7% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Defense +7 (+1 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature When used as a pommel gem: Damage burst on hit (radius 1): +20 acid. Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: dps ---------- Phys.pwr +7 (+0 eff.) ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +6 Masteries +0.10 Cunning/Stealth Blood Grasp: Level 3.0 Pwr.cost 10 out of 15/15. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 260.58 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +0 Dex +0 Mag dps ---------- Dmg.mod +0% nature Acc +0 (+0 eff.) ----- def ----- Defense +0 (+0 eff.) Resists +0% blight Res.Cap +0% blight ---------- misc Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning When used as a pommel gem: Talent on hit: 10% chance to cast Golem Eye Beam level 3. This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 28/30 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire When used as a pommel gem: +10% life leech. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire When used as a pommel gem: Damage burst on hit (radius 1): +25 fire. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire When used as a pommel gem: +4 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 0.0 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold When used as a pommel gem: +5 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold When used as a pommel gem: On hit: 20% chance to Stun for 4 turns. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. 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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By Sirena the Faerie Adventurer level 35
16th Haze 122nd year of Ascendancy at 01:49 see stats
By Sirena the Faerie Adventurer level 20
15th Dusk 122nd year of Ascendancy at 04:10 see stats
By Sirena the Faerie Adventurer level 35
14th Haze 122nd year of Ascendancy at 13:01 see stats
By Sirena the Faerie Adventurer level 38
31st Haze 122nd year of Ascendancy at 18:04 see stats
By Sirena the Faerie Adventurer level 38
27th Haze 122nd year of Ascendancy at 09:44 see stats
By Sirena the Faerie Adventurer level 26
61st Dusk 122nd year of Ascendancy at 02:25 see stats
By Sirena the Faerie Adventurer level 36
24th Haze 122nd year of Ascendancy at 07:49 see stats
By Sirena the Faerie Adventurer level 38
24th Haze 122nd year of Ascendancy at 09:21 see stats
By Sirena the Faerie Adventurer level 42
32nd Haze 122nd year of Ascendancy at 20:56 see stats
By Sirena the Faerie Adventurer level 19
14th Dusk 122nd year of Ascendancy at 16:52 see stats
By Sirena the Faerie Adventurer level 30
78th Dusk 122nd year of Ascendancy at 17:55 see stats
By Sirena the Faerie Adventurer level 31
10th Haze 122nd year of Ascendancy at 10:10 see stats
By Sirena the Faerie Adventurer level 50
9th Allure 123rd year of Ascendancy at 05:06 see stats
By Sirena the Faerie Adventurer level 20
15th Dusk 122nd year of Ascendancy at 02:18 see stats
By Sirena the Faerie Adventurer level 40
31st Haze 122nd year of Ascendancy at 19:27 see stats
By Sirena the Faerie Adventurer level 10
4th Mirth 122nd year of Ascendancy at 01:40 see stats
By Sirena the Faerie Adventurer level 20
15th Dusk 122nd year of Ascendancy at 01:58 see stats
By Sirena the Faerie Adventurer level 30
70th Dusk 122nd year of Ascendancy at 16:41 see stats
By Sirena the Faerie Adventurer level 40
31st Haze 122nd year of Ascendancy at 18:39 see stats
By Sirena the Faerie Adventurer level 50
6th Decay 122nd year of Ascendancy at 12:54 see stats
By Sirena the Faerie Adventurer level 31
6th Haze 122nd year of Ascendancy at 22:33 see stats
By Sirena the Faerie Adventurer level 50
10th Decay 122nd year of Ascendancy at 02:35 see stats
By Sirena the Faerie Adventurer level 19
6th Dusk 122nd year of Ascendancy at 23:13 see stats
By Sirena the Faerie Adventurer level 26
55th Dusk 122nd year of Ascendancy at 06:43 see stats
By Sirena the Faerie Adventurer level 50
10th Allure 123rd year of Ascendancy at 22:03 see stats
By Sirena the Faerie Adventurer level 31
10th Haze 122nd year of Ascendancy at 10:10 see stats
By Sirena the Faerie Adventurer level 21
30th Dusk 122nd year of Ascendancy at 06:07 see stats
By Sirena the Faerie Adventurer level 37
24th Haze 122nd year of Ascendancy at 07:53 see stats
By Sirena the Faerie Adventurer level 50
10th Allure 123rd year of Ascendancy at 22:03 see stats
By Sirena the Faerie Adventurer level 9
3rd Mirth 122nd year of Ascendancy at 08:19 see stats
By Sirena the Faerie Adventurer level 20
15th Dusk 122nd year of Ascendancy at 04:10 see stats
By Sirena the Faerie Adventurer level 49
6th Decay 122nd year of Ascendancy at 07:02 see stats
By Sirena the Faerie Adventurer level 19
10th Dusk 122nd year of Ascendancy at 22:52 see stats
By Sirena the Faerie Adventurer level 26
64th Dusk 122nd year of Ascendancy at 16:27 see stats
By Sirena the Faerie Adventurer level 18
3rd Flare 122nd year of Ascendancy at 22:08 see stats
By Sirena the Faerie Adventurer level 34
14th Haze 122nd year of Ascendancy at 06:17 see stats
Log
Talent Telekinetic Smash is ready to use.
Sirena steals life from Elandar!
Sirena's Beyond the Flesh hits Elandar for 922 physical damage.
Sirena prepares for the next kill!.
Sirena's Beyond the Flesh killed Elandar!
An elite foe has fallen to your hate! (+8 hate)
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Saving done.
Sirena deactivates Beyond the Flesh.
Sirena slows down.
Sirena deactivates Arcane Combat.
Sirena deactivates Precise Strikes.
Sirena deactivates Wild Growth.
Sirena deactivates Chant of Fortitude.
Sirena deactivates Cleave.
Sirena deactivates Battlesurge.
Sirena deactivates Weapon Folding.
Sirena deactivates Shielding.
Sirena deactivates Berserker.
Sirena deactivates Augmentation.
Sirena deactivates Essence of Speed.
Sirena deactivates Feather Wind.
Sirena slows down.
Sirena deactivates Elemental Harmony.
Sirena deactivates Arcane Shield.
Sirena deactivates Arcane Feed.