










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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Ashes of Urh'Rok 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 Improved Auto-explore and Rest 1.5.5Quality 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. Forbidden Cults 1.5.9Official 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 | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 50 / 1252% |
| Size | big |
| Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 57th Haze 123rd year of Ascendancy at 13:00 / 2Killed by Atamathon the Giant Golem at level 50 on the 57th Haze 123rd year of Ascendancy at 13:03 |
| Antimagic | Follower |
Primary Stats
| Strength | 155 (base 62) |
| Dexterity | 28 (base 8) |
| Constitution | 93 (base 63) |
| Magic | 29 (base 14) |
| Willpower | 50 (base 28) |
| Cunning | 95 (base 60) |
Resources
| Life | -51/1794 |
| Stamina | 387/387 |
| Equilibrium | 0 |
| Healing Factor | 1.5893840304182 |
| Regeneration | 197.42938546215 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.7763568394003E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 78.64902482333 |
| See Invisible | 87.64902482333 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 308 |
| Accuracy | 56 |
| Crit Chance | 72% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +37% |
| Acid | +27% |
| Fire | +19% |
| All | +7% |
Offense: Damage Penetration
| Physical | +40% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 85.723073231957 (100%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 80 |
| Spell Save | 57 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 38%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 42%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 598 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 392 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 688 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 857% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Berserker's strength | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Two-handed assault | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 119.60 life per turn. Regeneration |
| beneficial effect | You gain 79% resistance against cold. Resolve |
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 |
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 grave | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved spell save by +4. | done |
You failed to protect the lost sun paladin from death by ghoul. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
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 improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 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 temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Cunning 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. | 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 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 1215. | 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. You have been shown a secret entrance to his stronghold. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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 failed to protect her when escorting her out of the crypt. | failed |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of drakeskin leather boots of invasion (0 def, 5 armour)2.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Cun +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Res.pen +11% physical ----- def ----- Armour +5 Fatigue +5% Phys.save +14 (+3 eff.) Mind.save +13 (+3 eff.) A pair of boots made of leather. |
| Light source | dreamer's dwarven lantern of health1.0 T5 lite [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +7% Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Max.HP +80.00 ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dragonskull Helm (0 def, 2 armour)3.0 T5 head armor [Unique] Master While equipped: ----- def ----- Armour +2 Fatigue +12% Resists +15% acid +15% fire +15% lightning +15% cold Phys.save +12 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
| Tool | Honeywood Chalice2.0 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 | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | Belubeth the Dazzlevile0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +9 Dex +4 Mag +9 Cun +10 Con dps ---------- Phys.crit +1.0% Phys.pwr +14 (+2 eff.) Dmg.mod +20% acid Acc +20 (+6 eff.) Melee Ret 12 light 12 physical ----- def ----- Resists +40% acid +3% light Max.HP +20.00 ---------- misc See.Invis +9 Rings can have magical properties. |
| Around waist | ravager's drakeskin leather belt of valiance1.0 T5 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +17% physical Res.pen +12% physical ----- def ----- Mind.save +11 (+3 eff.) Max.HP +69.00 A belt that goes around your waist. |
| In main hand | voratun greatmaul 'Scorchwrecker' (69-103.5 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Master/Psionic Power 69.0 - 103.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +30 mind On Hit: * 20 arcane resource burn * 37% chance to cause random gloom On Crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing While equipped: Stats +6 Cun +7 Wil dps ---------- Phys.crit +19.0% Phys.pwr +16 (+2 eff.) Dmg.mod +12% fire Res.pen +17% physical Acc +20 (+6 eff.) Apr +16 ----- def ----- Resists +6% acid +6% temporal Massive two-handed mauls. |
| On hands | heroic hardened leather gloves of strength (+4) (0 def, 7 armour)1.0 T3 hands armor [Ego+] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Armour +7 Mind.save +7 (+2 eff.) Max.HP +58.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+4 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+7 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 14 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 12 Defense and your attacks will gain 35% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | wyrmwaxed cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +16.00% Acc +6 (+2 eff.) Apr +7 ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +5% fire +7% cold +7% lightning Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) Die.at +0.00 life Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.6 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 470.69 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
healing infusion of the titan (heal 276)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 276 and cleanse 1 wound and 1 poison 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 ability. Press to compare to your current inscriptions |
healing infusion of the titan (heal 301)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 301 and cleanse 1 wound and 1 poison 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 ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 376 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 635 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 635 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 20%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (647% speed; 7 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the psychic (467% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 467% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (558% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 558% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+19 for 8 turns, die at -753)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 8 turns. While Heroism is active, you will only die when reaching -753 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (350.00 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 374.50 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns)0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Tome of Uttercold0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
warrior's steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +12% Cut- +50% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 32 cooldown Level 2.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 270 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Brightravage0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +9 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical +9% light +6% temporal Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +3% light +3% temporal ---------- misc Light +3 Amulets can have magical properties. |
Skylash0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +6 Wil +7 Cun +11 Con dps ---------- Phys.pwr +6 (+1 eff.) Mov.spd +10% Dmg.mod +6% lightning ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Fatigue -8% Phys.save +9 (+2 eff.) Max.HP +68.00 HP.reg +2.00 ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
stralite amulet of murder0.1 T4 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +15.00% Acc +8 (+3 eff.) Apr +16 Amulets can have magical properties. |
vitalizing stralite amulet of cunning (+7)0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +7 Cun +4 Con ----- def ----- Phys.save +9 (+2 eff.) Max.HP +43.00 HP.reg +1.40 Amulets can have magical properties. |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +20.00 Disarm- +21% Pinning- +22% Knockbk- +20% ---------- misc Max.enc +22 Rings can have magical properties. |
Ring of Growth0.1 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. |
gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+1 eff.) Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
solipsist's steel ring of pilfering =wil=0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Acc +7 (+2 eff.) Apr +10 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +55.00 HP.reg +1.20 Heal.mod +15% Rings can have magical properties. |
painweaver's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +8 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +6% all ----- def ----- Max.HP +51.00 HP.reg +0.80 Heal.mod +13% Rings can have magical properties. |
sneakthief's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +5 (+2 eff.) ----- def ----- Max.HP +60.00 HP.reg +0.90 Heal.mod +13% Rings can have magical properties. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-7 eff.) Spell.save -30 (-10 eff.) Mind.save -30 (-8 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
treant's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +5% blight Max.HP +60.00 HP.reg +0.60 Heal.mod +13% Poison- +20% Disease- +21% Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +15% Spell.pwr +48 (+21 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 180 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." |
blazebringer's voratun battleaxe of massacre (73-109.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 73.0 - 109.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +23 fire While equipped: dps ---------- All.spd +6% Res.pen +9% fire Massive two-handed battleaxes. |
Sunlore (54.5-81.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Nature Power 54.5 - 81.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +19 temporal +24 nature On Hit.r1 +4 blight On Crit.r2 +8 blight On Hit: * 40% chance to disease While equipped: dps ---------- Melee Ret 16 blight ----- def ----- Resists +18% blight +6% fire Massive two-handed mauls. |
thought-forged dwarven-steel greatsword of erosion (36.5-58.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Psionic Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature +10 temporal +12 mind On Hit: * 17% chance to cause random gloom While equipped: Stats +5 Cun +2 Wil Massive two-handed swords. |
Borosk's Hate (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% 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. |
quick voratun greatsword of purging (64-102.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Disrupt/Master Power 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% Melee+ +13 nature On Hit: * 25% chance to remove a magical effect While equipped: Stats +6 Dex dps ---------- Acc +14 (+4 eff.) Massive two-handed swords. |
truestriking voratun greatsword of ruin (62.5-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +16.0% Crit.mult +21.00% Res.pen +14% physical Acc +17 (+5 eff.) Apr +29 Massive two-handed swords. |
dwarven-steel mail armour of the deep (3 def, 10 armour) =water=14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +16% Resists +8% acid +8% cold ---------- misc Breathe water A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 45 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 36.12 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
radiant steel plate armour of cold resistance (4 def, 9 armour) =wil=17.0 T2 massive armor [Ego+] Nature/Master While equipped: Stats +2 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +10% blight +17% cold +14% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Zanedil' (5 def, 11 armour)17.0 T3 massive armor [Rare] Master While equipped: Stats +5 Dex +2 Cun +5 Con ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +7% physical Crit.dmg- 15.00% Phys.save +11 (+2 eff.) ---------- misc See.Invis +6 A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of Eyal (5 def, 19 armour)17.0 T3 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +19 Defense +5 (+2 eff.) Fatigue +24% Max.HP +63.00 HP.reg +2.40 Heal.mod +19% A suit of armour made of metal plates. |
impenetrable stralite plate armour of Eyal (7 def, 29 armour)17.0 T4 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +29 Defense +7 (+3 eff.) Fatigue +26% Max.HP +77.00 HP.reg +2.70 Heal.mod +20% A suit of armour made of metal plates. |
Firequeen the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +6% fire Res.pen +20% mind ----- def ----- Resists +12% mind +3% fire Max.HP +30.00 A belt that goes around your waist. |
hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+0 eff.) A belt that goes around your waist. |
kruk cloak (2 def, 0 armour)2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
Ragifast (2 def, 6 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Res.pen +25% physical Apr +4 ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +18% lightning Mind.save +30 (+7 eff.) Max.HP +48.00 Poison- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +8 (+4 eff.) Resists +15% light +14% fire Stealth +7 Max.HP +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak of the guardian (10 def, 6 armour)2.0 T5 cloak armor [Ego++] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +6 Defense +10 (+5 eff.) Phys.save +24 (+5 eff.) Spell.save +20 (+6 eff.) Mind.save +20 (+5 eff.) Max.HP +96.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glowpeal (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal +6% light +18% acid A pair of boots made of leather. |
restorative pair of hardened leather boots of uncanny dodging (4 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% HP.reg +1.70 Heal.mod +16% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 29 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. |
Flamewrought (0 def, 2 armour) =wil=1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 70.29 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
cinder rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic rough leather gloves (0 def, 5 armour)1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+1 eff.) Max.HP +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 22 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 411.29 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
sand hardened leather gloves of strength (+3) (0 def, 9 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+1 eff.) Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +9 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's iron helm of knowledge (0 def, 4 armour) =wil=3.0 T1 head armor [Ego+] Master/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Melee+ 0 % chance to summon an orc spirit Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 54 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
bladed dwarven-steel helm of fortune (0 def, 4 armour) =crit=3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Lck +4 Str dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +5% Melee Ret 7 physical ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 819.2 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating dwarven-steel helm of the depths (0 def, 4 armour) =water=3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +11% cold +6% fire ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +4 ----- def ----- Armour +4 Fatigue +4% Resists +10% nature Spell.save +4 (+2 eff.) Max.HP +40.00 Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
8 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
7 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
7 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. |
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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
11 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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. |
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. |
6 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. |
5 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. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
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. |
257 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. |
brass lantern2.0 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
Undeathwinnow1.0 T3 lite [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% nature Acc +12 (+4 eff.) ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Splendourward'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +30% mind Res.pen +10% light +10% mind On Hit (Melee): * 30% chance to blind ----- def ----- Resists +15% light Phys.save +7 (+1 eff.) Heal.mod +18% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (107 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Deepstaint (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +10% darkness +10% light Melee Ret 20 darkness ----- def ----- Fatigue -6% Resists +9% darkness +3% light ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego+] Nature While equipped: Stats +2 Str ----- def ----- Phys.save +10 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +49.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 338.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 23 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Telekinetic Core =wil=2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+2 eff.) Psionic Pull: Level 3.0 Pwr.cost 17 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 88 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
stralite torque of clear mind [power 3] (9 cooldown)2.0 T4 torque charm [Ego] Psionic Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
forceful elm totem of thorny skin [power 16] (18 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 18 cooldown 100% to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments [power 2] (9 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of cure ailments [power 3] (11 cooldown)2.0 T3 totem charm [Ego] Nature Remove up to 3 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 152] (18 cooldown)2.0 T3 totem charm [Ego] Nature Heal a target within range 8 (based on Willpower) for 152 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
shadowy elm wand of clairvoyance [power 9] (6 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 50 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 T3 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? |
Forbidden Tome: "The Illusory Castle"2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Kaladriel the Cornac Berserker level 35
58th Regrowth 123rd year of Ascendancy at 09:35 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kaladriel the Cornac Berserker level 40
7th Flare 123rd year of Ascendancy at 20:41 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Kaladriel the Cornac Berserker level 29
1st Decay 122nd year of Ascendancy at 18:08 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Kaladriel the Cornac Berserker level 20
43rd Haze 122nd year of Ascendancy at 14:24 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Kaladriel the Cornac Berserker level 39
3rd Summertide 123rd year of Ascendancy at 01:10 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Kaladriel the Cornac Berserker level 37
70th Regrowth 123rd year of Ascendancy at 06:31 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Kaladriel the Cornac Berserker level 35
55th Regrowth 123rd year of Ascendancy at 20:35 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Kaladriel the Cornac Berserker level 47
44th Dusk 123rd year of Ascendancy at 07:59 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Kaladriel the Cornac Berserker level 13
74th Dusk 122nd year of Ascendancy at 00:01 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Kaladriel the Cornac Berserker level 36
66th Regrowth 123rd year of Ascendancy at 17:19 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Kaladriel the Cornac Berserker level 41
9th Flare 123rd year of Ascendancy at 16:46 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Kaladriel the Cornac Berserker level 50
36th Haze 123rd year of Ascendancy at 11:38 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Kaladriel the Cornac Berserker level 19
36th Haze 122nd year of Ascendancy at 00:37 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kaladriel the Cornac Berserker level 24
63rd Haze 122nd year of Ascendancy at 15:34 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Kaladriel the Cornac Berserker level 31
5th Allure 123rd year of Ascendancy at 06:51 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Kaladriel the Cornac Berserker level 50
30th Haze 123rd year of Ascendancy at 00:16 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Kaladriel the Cornac Berserker level 47
37th Dusk 123rd year of Ascendancy at 13:09 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kaladriel the Cornac Berserker level 23
58th Haze 122nd year of Ascendancy at 01:58 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Kaladriel the Cornac Berserker level 33
10th Regrowth 123rd year of Ascendancy at 23:00 see stats
Level 10 (Roguelike)
Got a character to level 10.By Kaladriel the Cornac Berserker level 10
7th Flare 122nd year of Ascendancy at 14:28 see stats
Level 20 (Roguelike)
Got a character to level 20.By Kaladriel the Cornac Berserker level 20
37th Haze 122nd year of Ascendancy at 04:43 see stats
Level 30 (Roguelike)
Got a character to level 30.By Kaladriel the Cornac Berserker level 30
3rd Decay 122nd year of Ascendancy at 20:14 see stats
Level 40 (Roguelike)
Got a character to level 40.By Kaladriel the Cornac Berserker level 40
4th Flare 123rd year of Ascendancy at 14:44 see stats
Level 50 (Roguelike)
Got a character to level 50.By Kaladriel the Cornac Berserker level 50
16th Haze 123rd year of Ascendancy at 14:53 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Kaladriel the Cornac Berserker level 50
28th Haze 123rd year of Ascendancy at 01:37 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Kaladriel the Cornac Berserker level 13
19th Dusk 122nd year of Ascendancy at 06:45 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Kaladriel the Cornac Berserker level 46
25th Dusk 123rd year of Ascendancy at 18:17 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Kaladriel the Cornac Berserker level 31
5th Allure 123rd year of Ascendancy at 01:54 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Kaladriel the Cornac Berserker level 30
5th Decay 122nd year of Ascendancy at 07:47 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Kaladriel the Cornac Berserker level 16
24th Haze 122nd year of Ascendancy at 19:26 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Kaladriel the Cornac Berserker level 37
66th Regrowth 123rd year of Ascendancy at 19:18 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Kaladriel the Cornac Berserker level 50
36th Haze 123rd year of Ascendancy at 11:36 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Kaladriel the Cornac Berserker level 8
6th Mirth 122nd year of Ascendancy at 17:22 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Kaladriel the Cornac Berserker level 50
27th Haze 123rd year of Ascendancy at 17:35 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Kaladriel the Cornac Berserker level 31
1st Allure 123rd year of Ascendancy at 05:33 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Kaladriel the Cornac Berserker level 50
36th Haze 123rd year of Ascendancy at 11:38 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Kaladriel the Cornac Berserker level 45
18th Dusk 123rd year of Ascendancy at 14:34 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Kaladriel the Cornac Berserker level 48
50th Dusk 123rd year of Ascendancy at 15:58 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Kaladriel the Cornac Berserker level 29
1st Decay 122nd year of Ascendancy at 17:24 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Kaladriel the Cornac Berserker level 16
26th Haze 122nd year of Ascendancy at 02:17 see stats
Unstoppable (Roguelike)
Returned from the dead.By Kaladriel the Cornac Berserker level 50
57th Haze 123rd year of Ascendancy at 13:01 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Kaladriel the Cornac Berserker level 28
80th Haze 122nd year of Ascendancy at 18:02 see stats
You were not supposed to see that! (Roguelike)
Read a Forbidden Tome.By Kaladriel the Cornac Berserker level 50
47th Haze 123rd year of Ascendancy at 22:41 see stats
Log
Kaladriel stops regenerating health quickly.
Kaladriel has finished recovering.
Kaladriel is no longer attuned.
Kaladriel stops burning.
Kaladriel is less impervious to physical effects.
Kaladriel deactivates Berserker Rage.
Kaladriel's rage subsides!
Kaladriel no longer revels in blood quite so much.
Kaladriel deactivates Wild Growth.
Personal New Achievement: Unstoppable (Roguelike)!
Saving game...
Saving done.
Kaladriel uses Stunning Blow.
Kaladriel misses Atamathon the Giant Golem.
Kaladriel attunes to the damage.
Kaladriel is invigorated by the attack!
Kaladriel is invigorated by the attack!
Atamathon the Giant Golem hits Kaladriel for 323 fire, 296 light, 361 physical (981 total damage).
Kaladriel uses Infusion: Regeneration.
Kaladriel starts regenerating health quickly.
Atamathon the Giant Golem casts Rune: Acid Wave.
Kaladriel is invigorated by the attack!
Kaladriel's mind surges with critical power!
Kaladriel is invigorated by the attack!
Atamathon the Giant Golem shrugs off the critical damage!
Atamathon the Giant Golem says: 'EXECUTE PHASE COMMENCING!'
Kaladriel hits Atamathon the Giant Golem for 5 physical, 3 light (8 total damage).
Atamathon the Giant Golem hits Kaladriel for 227 acid, 322 cold (548 total damage).
Saving game...


























































































































































