Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.0Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Proper Time Hounds 1.4.6Corrects a grievous error with temporal wardens. More specifically, it changes the ASCII display for time hounds from a dark grey C to a light blue Z, as is right and proper. Two versions: Elemental also goes a step further and changes their type and subtype to Elemental/Zephyr hound, introducing a small gameplay change. Items Vault 1.7.0Donators/Buyers bonus! Unrandom Egos 1.7.0No wide random numerical ranges on ego modifiers. Convenient Digging 1.5.5 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Better Item Description 1.7.2This 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 Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 50 / 695% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 54 (base 15) |
| Dexterity | 31 (base 7) |
| Constitution | 88 (base 57) |
| Magic | 136 (base 60) |
| Willpower | 58 (base 7) |
| Cunning | 176.1246117975 (base 60) |
Resources
| Life | 1490/1490 |
| Insanity | 0/100 |
| Steam | 100/100 |
| Healing Factor | 2.5 |
| Regeneration | 115.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | -2.9976021664879E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 27 |
| Crit Chance | 71% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 106 |
| Crit Chance | 92% |
| Speed | 1 |
Offense: Mind
| Mindpower | 96 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +35% |
| Cold | +19% |
| All | +7% |
| Darkness | +166% |
| Temporal | +54% |
| Mind | +52% |
| Lightning | +16% |
| Fire | +22% |
| Nature | +71% |
Offense: Damage Penetration
| Physical | +20% |
| Cold | +34% |
| All | 0% |
| Darkness | +100% |
| Temporal | +75% |
| Mind | +15% |
| Lightning | +30% |
| Fire | +15% |
| Nature | +49% |
Defense: Base
| Armour (hardiness) | 93.672089279482 (48.304188961773%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 69 |
| Mental Save | 85 |
Defense: Resistances
| Acid | + 69%( 70%) |
| Blight | + 54%( 70%) |
| Arcane | + 48%( 70%) |
| Cold | + 57%( 70%) |
| All | + 44%( 70%) |
| Physical | + 55%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 66%( 70%) |
| Temporal | + 57%( 70%) |
| Mind | + 65%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 64%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 80% |
| Confusion Resistance | 43% |
| Instadeath Resistance | 100% |
| Blind Resistance | 27% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1113 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 214% efficiency and cooldown mod of 97%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 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 458 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 214% efficiency and cooldown mod of 81%. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Demented / Madness | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Rift | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Chronophage | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Demented / Void | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Revelation |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Atrophy |
| talent | Chant of Fortitude |
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 again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by snow giant. Escort: worried loremaster (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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. | completed |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Poreyara' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +10 Cun +5 Con ----- def ----- Armour +3 Fatigue -3% Resists +21% acid +8% physical Phys.save +7 (+2 eff.) Spell.save +18 (+4 eff.) Blind- +27% Stun/Frz- +27% ---------- misc Max.enc +26 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Daguyandil the Shadowenvy1.0 T3 lite [Rare] Arcane While equipped: Stats +7 Mag +5 Wil +20 Cun +9 Con dps ---------- Mind.crit +8% Mind.pwr +25 (+5 eff.) Dmg.mod +21% mind On Hit (Melee): * 27% chance to reduce damage dealt by 38% ----- def ----- Resists +8% cold +8% temporal Def/telep +16 Res/telep +16% Dur/telep +19% ---------- misc Hate/m.crit +4.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather hat 'Sewerserpent' (8 def, 14 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +17 Lck +10 Cun dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +7% Dmg.mod +12% nature Res.pen +15% nature On Hit (Melee): * 27% chance to slow global speed by 78% ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +12% acid +9% darkness +12% light +15% nature +12% fire +15% cold +6% mind +7% all Phys.save +15 (+4 eff.) Spell.save +19 (+5 eff.) Mind.save +15 (+3 eff.) Max.HP +110.00 Heal.mod +20% A hat made of leather. Very stylish. |
| Tool | Zubethra (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +6 Dex +10 Mag dps ---------- Spell.crit +5% Phys.pwr +10 (+2 eff.) Spell.pwr +40 (+7 eff.) S.pwr/crit +12 Mov.spd +10% Dmg.mod +15% mind +15% fire Res.pen +15% mind Melee Ret 10 blight ----- def ----- Resists +10% physical Mind.save +15 (+3 eff.) ---------- misc Max.mana +58.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Moldwill'0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Cun +5 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +9% mind Res.pen +34% nature +15% fire Melee Ret 10 fire 8 mind 13 nature ----- def ----- Resists +12% mind +21% fire Max.HP +100.00 HP.reg +26.00 Heal.mod +20% Stun/Frz- +50% Rings make your fingers look great! |
| On fingers | stralite ring 'Duathelwyrd'0.1 T4 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats -12 Dex +26 Wil +8 Cun dps ---------- Crit.mult +15.00% Dmg.mod +35% darkness Melee Ret 12 darkness On Hit (Melee): * 27% chance to reduce damage dealt by 38% ----- def ----- Resists +34% darkness Mind.save +13 (+3 eff.) Max.HP +88.00 HP.reg +14.00 Heal.mod +18% Confus- +43% Rings make your fingers look great! |
| Around waist | Tundrabane the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Str +13 Mag +4 Wil +12 Cun dps ---------- Dmg.mod +12% nature +21% darkness Res.pen +34% cold Against +21% Summoned ----- def ----- Resists +21% darkness D.Red.from +21% Summoned A belt that goes around your waist. |
| In main hand | Elakira (136% power, 6 apr, darkness element) 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +10 Mag +7 Wil +18 Cun +9 Con dps ---------- Spell.crit +20% Crit.mult +87.00% Spell.pwr +25 (+5 eff.) Melee+ 35 fire Dmg.mod +30% darkness +29% temporal Res.pen +49% temporal ---------- misc Mana/turn +5.00 N.En/turn +0.20 Vim/s.crit +8.00 Max.vim +50.00 Max.N.En +47.00 Light +3 See.Invis +19 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | drakeskin leather gloves 'Cloudfear' (25 def, 3 armour)1.0 T4 hands armor [Random Unique] Master While equipped: Stats +16 Str +10 Dex +10 Cun +3 Con dps ---------- Phys.pwr +17 (+3 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +9% lightning Res.pen +30% lightning ----- def ----- Armour +3 Defense +25 (+8 eff.) Resists +2% physical Phys.save +26 (+6 eff.) ---------- misc Stam/turn +4.00 Hate/m.crit +6.71 Max.hate +4.00 Max.psi +20.00 Cooldown Double Strike -2 Unarmed combat: Power 144% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +21 Apr +5 Crit +27.0% Atk.spd 100% On Hit: 20% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Frozenspike the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Dmg.mod +28% physical +30% darkness +12% cold Res.pen +20% darkness +20% physical ----- def ----- Resists +12% light +20% darkness +12% nature +18% blight +7% arcane +20% mind +15% all Phys.save +20 (+5 eff.) Spell.save +18 (+4 eff.) Mind.save +30 (+6 eff.) Max.HP +100.00 HP.reg +5.90 Heal.mod +30% ---------- misc Psi/ret +0.20 Max.hate +9.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | elven-silk cloak 'Umbrawar' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +25% darkness Res.pen +20% darkness On Hit (Melee): * 27 arcane resource burn * 27% chance to slow global speed by 78% * 20% chance to reduce damage dealt by 38% ----- def ----- Defense +3 (+1 eff.) Resists +12% acid +25% darkness +15% light +18% fire +9% nature +6% lightning Phys.save +15 (+4 eff.) Spell.save +6 (+1 eff.) Mind.save +14 (+3 eff.) Stealth +25 Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Swampdream'0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +26.83% Dmg.mod +40% nature Res.pen +34% darkness ----- def ----- Armour +18 Resists +15% temporal Spell.save +24 (+6 eff.) Heal.mod +25% Cut- +80% ---------- misc Hate/m.crit +6.71 Max.psi +60.00 Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 652 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 282; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 282 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 378; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 378 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the duelist (die at -725; dur 10; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -725 life. The duration and life will increase by 1% for every 1% life you have lost (currently 725 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
movement infusion of the duelist (speed 747%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 747% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
regeneration infusion of the psychic (heal 711; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 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 711 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 780 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (382.00 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 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 587.89 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 spell talent. |
teleportation rune of the sneak (range 279; cd 10)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 279 with a minimum range of 15. 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 spell talent. |
4 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-1 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Puretrial the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +12 Wil dps ---------- Mind.pwr +29 (+5 eff.) Res.pen +34% nature ----- def ----- Defense +30 (+10 eff.) Resists +28% lightning Crit.dmg- 20.12% Mind.save +30 (+6 eff.) Die.at -100.00 life Disease- +27% Disarm- +27% Confus- +50% Stun/Frz- +50% Def/telep +20 Res/telep +20% Dur/telep +20% Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (206). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 2.5 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +29% cold Res.pen +10% temporal +15% cold Melee Ret 12 temporal On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% lightning +28% cold Max.HP +128.00 HP.reg +20.00 Heal.mod +26% Def/telep +20 Res/telep +20% Dur/telep +20% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+1 eff.) Confus- +26% Rings make your fingers look great! |
marksman's copper ring of light (+24%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% light Acc +8 (+3 eff.) ----- def ----- Resists +24% light Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
wizard's voratun ring of darkness (+40%)0.1 T5 ring jewelry [Ego] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +20% darkness ----- def ----- Resists +40% darkness Spell.save +20 (+5 eff.) Rings make your fingers look great! |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
steady dragonbone longbow of true flight4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +34.0% Acc +42 (+14 eff.) Longbows are used to shoot arrows at your foes. |
blazebringer's voratun longsword of evisceration (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +90 fire On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+3 eff.) All.spd +6% Res.pen +25% fire Sharp, long, and deadly. |
drakeskin leather sling4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Rod of Sarrilon (136% power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+7 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Telos's Staff (Top Half) (143% power, 0 apr, arcane element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 144% Range: 1.2x Uses 100% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
imbued dragonbone starstaff (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff On Spell Hit: 10% Sun Ray 6 Staves designed for wielders of magic, by the greats of the art. |
acidic voratun waraxe of paradox (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 temporal On Crit: * Splash the target with acid dealing 260 damage over 5 turns and reducing armor and accuracy by 33 While equipped: ----- def ----- Resists +20% temporal One-handed war axes. |
quick voratun waraxe of daylight (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 light Against +30% Undead While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +25 (+9 eff.) One-handed war axes. |
drakeskin leather belt of transcendence1.0 T5 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Phys.save +15 (+4 eff.) A belt that goes around your waist. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
cashmere cloak 'Adyth' (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +40% blight Res.pen +25% arcane Apr +5 ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +33% acid +22% cold Heal.mod +25% Poison- +27% Stun/Frz- +27% Def/telep +20 Res/telep +20% Dur/telep +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 7 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +7 Defense +1 (+0 eff.) Resists +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+6 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
cashmere robe 'Tideclamor' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +17 Cun +7 Wil dps ---------- Mind.crit +7% Dmg.mod +15% mind +22% fire Res.pen +20% cold ----- def ----- Resists +33% fire +15% cold +11% all Mind.save +24 (+5 eff.) ---------- misc Equi/ret +0.16 Psi/ret +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Cyrawyn' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +10 Str +19 Mag +19 Wil dps ---------- Phys.crit +3.0% Spell.crit +6% Crit.mult +10.00% Spell.pwr +29 (+5 eff.) S.pwr/crit +7 Dmg.mod +30% lightning +30% temporal +30% cold +35% arcane +25% physical Melee Ret 13 physical ----- def ----- Resists +15% lightning +15% cold +18% blight +15% all Die.at -107.33 life Silence- +50% ---------- misc Stam/turn +4.02 Max.mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
invigorating pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -5% Max.HP +60.00 ---------- misc Stam/turn +2.00 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of drakeskin leather boots of tirelessness (0 def, 15 armour)2.0 T5 feet armor [Ego+] Master While equipped: ----- def ----- Armour +15 Resists +15% acid +15% fire +12% lightning +13% cold ---------- misc Stam/turn +1.20 Max.stam +28.00 A pair of boots made of leather. |
reinforced pair of drakeskin leather boots of tirelessness (0 def, 15 armour)2.0 T5 feet armor [Ego+] Master While equipped: ----- def ----- Armour +15 Resists +15% acid +15% fire +15% lightning +15% cold ---------- misc Stam/turn +1.00 Max.stam +36.00 A pair of boots made of leather. |
Grinidan (0 def, 17 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Melee+ 13 lightning Dmg.mod +10% lightning Res.pen +34% physical Apr +8 ----- def ----- Armour +17 Fatigue +5% Resists +9% lightning +40% cold +7% arcane +27% acid Phys.save +24 (+6 eff.) Pinning- +27% Unarmed combat: Power 139% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +13 lightning On Hit: 10% Lightning Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Bokoregolar the Cindertrencher (20 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- Phys.pwr +40 (+8 eff.) Dmg.mod +24% nature Res.pen +25% lightning +34% fire Acc +20 (+7 eff.) Melee Ret 10 acid ----- def ----- Armour +1 Defense +20 (+6 eff.) Fatigue +1% Resists +27% fire Mind.save +7 (+1 eff.) ---------- misc Max.stam +40.25 Light +2 A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +0 Cun +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Mind.save +0 (+0 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Sootquell (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +11 Str dps ---------- Phys.crit +10.7% Crit.mult +26.83% Dmg.mod +21% darkness +15% physical ----- def ----- Armour +3 Fatigue +5% Resists +13% mind Phys.save +21 (+5 eff.) Mind.save +13 (+3 eff.) Confus- +26% ---------- misc Stam/turn +4.02 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
augmenting elven-silk wizard hat of light (+30%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% acid +20% light +15% lightning +14% cold +13% arcane +15% fire ----- def ----- Defense +3 (+1 eff.) Resists +30% light A pointy cloth hat, very wizardly... |
drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather armour of natural resilience (20 def, 8 armour)9.0 T5 light armor [Ego+] Disrupt While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +20% nature +17% blight D.Red.from +15% Unnatural A suit of armour made of leather. |
fortifying voratun plate armour of the deep (0 def, 21 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Nature/Master While equipped: Stats +7 Str +6 Con ----- def ----- Armour +21 Fatigue +22% Resists +14% acid +14% cold Max.HP +100.00 ---------- misc Breathe water A suit of armour made of metal plates. |
Unsetting Sun (16 def, 20 armour, 161% power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 162% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+5 eff.) Rng.Def +17 (+5 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+5 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
icy voratun shield of resistance (0 def, 10 armour, 186% power, 194.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 186% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 While equipped: dps ---------- Melee+ 35 cold Melee Ret 21 ice ----- def ----- Armour +10 Fatigue +8% Resists +13% acid +13% fire +12% lightning +13% cold ---------- misc Talents +1 Block Handheld deflection devices. |
self-loading quiver of dragonbone arrows (22/22, 167% power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego] Arcane Power 167% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Rld cld 0 Arrows are used with bows to pierce your foes to death. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
436 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. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
3 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. |
16 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 +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Isimina' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +12 Defense +15 (+5 eff.) Fatigue -5% Resists +27% blight +13% physical +7% arcane Cut- +27% Silence- +27% Pinning- +27% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
9 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. |
9 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+1 eff.) ---------- misc Light +6 See.Stealth +9 See.Invis +9 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. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +0% Phys.spd +0% Spell.spd +0% Mind.spd +0% Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
6 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. |
7 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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 697.84 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1274.09 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
amazing pain suppressor salve [power 673] amazing pain suppressor salve [power 673]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 81% cooldown modifier. Let you fight up to -673 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Nilathahek [power 206] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Cun +6 Mag dps ---------- S.pwr/crit +6 Dmg.mod +21% arcane +9% blight ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Infravis +4 Sting an enemy dealing 353 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to increase all damage by 17% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
5 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. |
Chillmaster [power 284] (25 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +9 Wil dps ---------- Crit.mult +15.00% Spell.pwr +35 (+6 eff.) S.pwr/crit +13 ----- def ----- Resists +7% arcane +15% cold Spell.save +9 (+2 eff.) Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown 100% to increase all damage by 17% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
16 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. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Idria the Cornac Cultist of Entropy level 29
72nd Dusk 122nd year of Ascendancy at 15:49 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Idria the Cornac Cultist of Entropy level 38
33rd Regrowth 123rd year of Ascendancy at 12:07 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Idria the Cornac Cultist of Entropy level 28
71st Dusk 122nd year of Ascendancy at 01:41 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Idria the Cornac Cultist of Entropy level 32
3rd Haze 122nd year of Ascendancy at 12:22 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Idria the Cornac Cultist of Entropy level 33
7th Haze 122nd year of Ascendancy at 22:44 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Idria the Cornac Cultist of Entropy level 31
1st Time of Equilibrium 122nd year of Ascendancy at 17:38 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Idria the Cornac Cultist of Entropy level 15
20th Dusk 122nd year of Ascendancy at 14:12 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Idria the Cornac Cultist of Entropy level 30
77th Dusk 122nd year of Ascendancy at 14:02 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Idria the Cornac Cultist of Entropy level 20
52nd Dusk 122nd year of Ascendancy at 01:07 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Idria the Cornac Cultist of Entropy level 50
23rd Pyre 123rd year of Ascendancy at 20:25 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Idria the Cornac Cultist of Entropy level 19
49th Dusk 122nd year of Ascendancy at 17:15 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Idria the Cornac Cultist of Entropy level 37
31st Regrowth 123rd year of Ascendancy at 04:56 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Idria the Cornac Cultist of Entropy level 46
18th Pyre 123rd year of Ascendancy at 15:18 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Idria the Cornac Cultist of Entropy level 35
8th Haze 122nd year of Ascendancy at 01:07 see stats
Level 10 (Roguelike)
Got a character to level 10.By Idria the Cornac Cultist of Entropy level 10
3rd Flare 122nd year of Ascendancy at 07:48 see stats
Level 20 (Roguelike)
Got a character to level 20.By Idria the Cornac Cultist of Entropy level 20
51st Dusk 122nd year of Ascendancy at 16:31 see stats
Level 30 (Roguelike)
Got a character to level 30.By Idria the Cornac Cultist of Entropy level 30
76th Dusk 122nd year of Ascendancy at 15:17 see stats
Level 40 (Roguelike)
Got a character to level 40.By Idria the Cornac Cultist of Entropy level 40
42nd Regrowth 123rd year of Ascendancy at 05:35 see stats
Level 50 (Roguelike)
Got a character to level 50.By Idria the Cornac Cultist of Entropy level 50
23rd Pyre 123rd year of Ascendancy at 20:23 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Idria the Cornac Cultist of Entropy level 45
17th Pyre 123rd year of Ascendancy at 12:49 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Idria the Cornac Cultist of Entropy level 37
52nd Haze 122nd year of Ascendancy at 12:44 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Idria the Cornac Cultist of Entropy level 40
43rd Regrowth 123rd year of Ascendancy at 12:18 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Idria the Cornac Cultist of Entropy level 42
4th Pyre 123rd year of Ascendancy at 13:38 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Idria the Cornac Cultist of Entropy level 29
75th Dusk 122nd year of Ascendancy at 23:12 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Idria the Cornac Cultist of Entropy level 31
77th Dusk 122nd year of Ascendancy at 17:44 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Idria the Cornac Cultist of Entropy level 50
23rd Pyre 123rd year of Ascendancy at 20:24 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Idria the Cornac Cultist of Entropy level 9
1st Summertide 122nd year of Ascendancy at 23:48 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Idria the Cornac Cultist of Entropy level 20
51st Dusk 122nd year of Ascendancy at 18:04 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Idria the Cornac Cultist of Entropy level 50
23rd Pyre 123rd year of Ascendancy at 20:25 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Idria the Cornac Cultist of Entropy level 18
35th Dusk 122nd year of Ascendancy at 16:06 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Idria the Cornac Cultist of Entropy level 15
27th Dusk 122nd year of Ascendancy at 01:56 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Idria the Cornac Cultist of Entropy level 36
25th Haze 122nd year of Ascendancy at 22:50 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Idria the Cornac Cultist of Entropy level 26
68th Dusk 122nd year of Ascendancy at 03:22 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Idria the Cornac Cultist of Entropy level 17
34th Dusk 122nd year of Ascendancy at 08:43 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Idria the Cornac Cultist of Entropy level 27
70th Dusk 122nd year of Ascendancy at 01:46 see stats
Log
Idria picks up (6.): fortifying voratun plate armour of the deep (0 def, 21 armour).
Idria picks up (P.): quick voratun waraxe of daylight (150% power, 6 apr).
Idria picks up (K.): blazebringer's voratun longsword of evisceration (153% power, 6 apr).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Idria picks up (L.): drakeskin leather sling.
Idria picks up (S.): drakeskin leather belt of transcendence.
Idria picks up (m.): schematic: Fiery Salve.
Ran for 8 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Idria picks up ( .): self-loading quiver of dragonbone arrows (22/22, 167% power, 18 apr).
Idria picks up (J.): wizard's voratun ring of darkness (+40%).
Idria picks up ( .): fire opal.
Ran for 7 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Idria picks up ( .): drakeskin leather cap (0 def, 5 armour).
Ran for 15 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: interesting terrain).











































































































































































