









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 50 / 100% |
| Size | big |
| Lifes / Deaths | Killed by Orlai at level 16 on the 49th Haze 122nd year of Ascendancy at 19:59 4 / 3Killed by elven blood mage at level 25 on the 2nd Regrowth 123rd year of Ascendancy at 05:51 Killed by elven blood mage at level 25 on the 2nd Regrowth 123rd year of Ascendancy at 07:15 |
| Antimagic | Follower |
Primary Stats
| Strength | 146 (base 63) |
| Dexterity | 92 (base 60) |
| Constitution | 92 (base 35) |
| Magic | 24 (base 10) |
| Willpower | 25 (base 11) |
| Cunning | 88 (base 60) |
Resources
| Life | 1583/1583 |
| Stamina | 234/234 |
| Equilibrium | 45 |
| Healing Factor | 2.5 |
| Regeneration | 32.418867441212 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.7763568394003E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 42.646342358568 |
| See Invisible | 42.646342358568 |
Offense: Mainhand
| Damage | 280 |
| Accuracy | 72 |
| Crit Chance | 78% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.3333333333333 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Physical | +16% |
| Temporal | +10% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +19% |
| Light | -10% |
| Darkness | -5% |
| Physical | -9% |
| Mind | -10% |
| All | -20% |
Defense: Base
| Armour (hardiness) | 94.723073231957 (93.924050632911%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 81 |
| Spell Save | 42 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 46%( 74%) |
| Blight | + 39%( 74%) |
| Arcane | + 26%( 74%) |
| Cold | + 69%( 74%) |
| All | + 22%( 74%) |
| Lightning | + 30%( 74%) |
| Light | + 24%( 74%) |
| Mind | + 27%( 74%) |
| Physical | + 42%( 74%) |
| Darkness | + 45%( 74%) |
| Fire | + 63%( 74%) |
| Nature | + 52%( 74%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 15% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 30% for 6 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 666 life over 5 turns. 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 777 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 853% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 7 turns. While Heroism is active, you will only die when reaching -742 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 Dexterity stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Warcries | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Berserker Rage |
| talent | Precise Strikes |
| talent | Antimagic Shield |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lone alchemist from death by giant fire ant. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost warrior from death by thief. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by fire drake. Escort: temporal explorer (level 2 of Daikara) | failed |
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 fire 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 916. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. | 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. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within20 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 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 | Khelirion the Shaderadiance (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Master While equipped: Stats +3 Dex +7 Cun +4 Con dps ---------- Phys.crit +2.0% Mind.crit +1% Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +3% blight Res.pen +6% physical ----- def ----- Armour +5 Fatigue +4% Phys.save +20 (+4 eff.) Mind.save +18 (+6 eff.) ---------- misc Psi/ret +0.04 Disengage: Puts all charms on 14 cooldown Level 1.0 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Gunor'1.0 T3 lite [Rare] Nature While equipped: Stats +5 Str +2 Wil ----- def ----- Armour +10 Resists +9% acid +12% fire +2% physical Phys.save +30 (+6 eff.) Heal.mod +21% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Lisyrathra the voratun helm (0 def, 11 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +7 Dex dps ---------- Dmg.mod +3% temporal Res.pen +10% mind Apr +6 On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Fatigue +5% Resists +6% mind +25% cold Die.at -40.00 life ---------- misc Infravis +4 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel pickaxe 'Mardigar' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +4% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Mind.pwr +10 (+4 eff.) Apr +6 ----- def ----- Heal/summ +30 ---------- misc Psi/ret +0.16 Hate/m.crit +5.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Petrified Wood ring0.1 T5 ring jewelry [Ego] While equipped: Stats +25 Con ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Rings can have magical properties. |
| On fingers | Lifebinding Emerald ring0.1 T5 ring jewelry [Ego] While equipped: Stats +15 Con ----- def ----- Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Rings can have magical properties. |
| Around waist | Just how many heals do I even need1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.pwr +12 (+4 eff.) Res.pen +5% physical Melee Ret 8 physical ----- def ----- Armour +15 Defense +14 (+5 eff.) Resists +10% acid +10% fire +10% lightning +10% cold Phys.save +40 (+8 eff.) Mind.save +6 (+2 eff.) Die.at -80.00 life Max.HP +20.00 HP.reg +3.60 Heal.mod +40% Teleport- +10% A belt that goes around your waist. |
| In main hand | voratun greatmaul 'Chalogorn' (65.5-98.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Disrupt Power 65.5 - 98.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +27 nature On Hit: * 24% chance to daze at end of turn * 25% chance to remove a magical effect While equipped: Stats +3 Str +5 Dex +3 Mag +5 Wil +5 Cun +3 Con dps ---------- Res.pen +10% lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +5% arcane Disease- +5% Confus- +5% Massive two-handed mauls. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 166.92 arcane damage and stunned). Uses 90 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Main armor | Ivabrewyn the Skyveil (9 def, 22 armour)17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +9 Str +3 Dex +2 Con dps ---------- Res.pen +29% lightning +15% darkness Melee Ret 20 physical ----- def ----- Armour +22 Defense +9 (+3 eff.) Fatigue +26% Resists +12% acid +14% physical +20% darkness +15% cold +30% fire Spell.save +35 (+12 eff.) ---------- misc Light +2 Breathe water Track: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
| Cloak | restorative cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +13% nature +12% blight Phys.save +8 (+1 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life HP.reg +1.70 Heal.mod +15% 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 'Glitterraven'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +2% Phys.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +9% physical Res.pen +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +6 Defense +11 (+4 eff.) Resists +3% light +10% physical Res.Cap +4% all Phys.save +23 (+4 eff.) ---------- misc Stam/turn +1.00 Psi/ret +0.08 Max.psi +10.00 Amulets can have magical properties. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] 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 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+10 for 9 turns, die at -519)0.1 T3 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 increase three of your primary stats by 10 for 9 turns. While Heroism is active, you will only die when reaching -519 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the titan (+20 for 10 turns, die at -905)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 20 for 10 turns. While Heroism is active, you will only die when reaching -905 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 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 |
heroism infusion of the warrior (+26 for 12 turns, die at -1165)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 26 for 12 turns. While Heroism is active, you will only die when reaching -1165 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 Strength 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 duelist (869% 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 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 869% 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 Dexterity 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 duelist (658% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 658% 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 Dexterity 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 duelist (705% 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 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 705% 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 Dexterity 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 titan (857% 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 16 Travel.spd 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 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion (heal 362 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. 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 duelist (heal 561 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 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 515 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 515 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 701 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 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 701 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 titan (resist 25%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random physical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 |
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. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.6 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Gilomnir the Morbusmoon0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Dex +2 Mag +2 Wil +2 Cun +4 Con dps ---------- Dmg.mod +12% nature Melee Ret 16 nature ----- def ----- Fatigue -10% Resists +12% mind ---------- misc Light +3 Amulets can have magical properties. |
Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Barkimmortal0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +6 (+1 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% light +3% temporal Phys.save +6 (+1 eff.) Spell.save +12 (+4 eff.) ---------- misc Max.stam +12.00 Rings can have magical properties. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+2 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Kindletouch the voratun ring0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +3 Dex +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +20% blight +27% fire +12% mind ----- def ----- Resists +20% blight +15% fire Mind.save +39 (+12 eff.) Heal/summ +50 ---------- misc Light +3 Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 36 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 34 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.62 cold and 12.60 physical damage (based on Willpower) each turn and knocking opponents back. Uses 54 power out of 60/60 This azure ring seems to be always moist to the touch. |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Rings can have magical properties. |
rogue's voratun ring of nature (+40%)0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +8 Cun dps ---------- Dmg.mod +20% nature ----- def ----- Defense +16 (+6 eff.) Resists +40% nature Rings can have magical properties. |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) HP.reg +0.90 Stun/Frz- +20% Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 9 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. |
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. |
Cleansereign (22-35.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.pwr +4 (+1 eff.) S.pwr/crit +2 Dmg.mod +6% blight Res.pen +10% blight +25% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Spell.save +3 (+1 eff.) Massive two-handed swords. |
iron greatsword (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
stralite greatsword of persecution (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Disrupt Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Against +7% Unnatural While equipped: Stats +6 Wil Massive two-handed swords. |
Psionic Fury (12-13.2 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+4 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 101.65 mind damage (based on Willpower) to all within radius 5. Uses 36 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
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 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+7 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." |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 40 [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+5 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)2.5 T5 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc 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. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Galizilamnir the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- S.pwr/crit +2 Dmg.mod +15% arcane Res.pen +10% blight Phasing +20% ----- def ----- Defense +1 (+1 eff.) Resists +6% fire Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+6 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+4 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% physical +10% temporal Temporal Reprieve: Level 1.0 Pwr.cost 45 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. This item has been sent to the Item's Vault. |
Leluyalin (0 def, 10 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +6.00% Dmg.mod +3% physical Res.pen +10% physical Acc +4 (+1 eff.) ----- def ----- Armour +10 Fatigue +3% Phys.save +20 (+4 eff.) Die.at -40.00 life ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Cyryba' (0 def, 3 armour)3.0 T1 feet armor [Rare] Psionic While equipped: Stats +5 Str +3 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +3% light +5% arcane +3% nature Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of massiveness (0 def, 5 armour)3.0 T5 feet armor [Ego+] Master While equipped: Stats +8 Str +7 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +5 Fatigue +4% ---------- misc Size +1 Heave: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of drakeskin leather boots of evasion (18 def, 5 armour)2.0 T5 feet armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +5 Defense +18 (+6 eff.) Fatigue +5% HP.reg +3.70 Heal.mod +20% Evasion: (Instant) Puts all charms on 27 cooldown Level 4.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Isobressra the Cystsnake (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 6 physical Dmg.mod +12% blight +4% physical Res.pen +10% nature ----- def ----- Armour +7 ---------- misc Mana/s.crit +2.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Olorothel the Arcvengeance (0 def, 3 armour)1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +2 Wil +6 Cun +4 Con dps ---------- Melee+ 11 cold Dmg.mod +7% cold Res.pen +10% arcane Acc +8 (+2 eff.) Apr +5 ----- def ----- Armour +3 Resists +5% arcane +10% cold Disarm- +50% ---------- misc Masteries +0.20 Technique/Grappling Steady Shot: Puts all charms on 18 cooldown Level 3.3 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 165% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Frost Grab: Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 19.24 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Spellhunt Remnants (2 def, 3 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. This item has been sent to the Item's Vault. |
cinder hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 8 fire Dmg.mod +6% fire ----- def ----- Armour +2 Resists +7% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Zasin' (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 11 lightning Dmg.mod +8% lightning +6% blight Melee Ret 4 temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +8% lightning Def/telep +10 Res/telep +10% Dur/telep +10% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves (0 def, 3 armour)1.0 T5 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 28% chance to reduce effective powers by 20% * 33 arcane resource burn ----- def ----- Armour +3 Spell.save +19 (+7 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring voratun gauntlets of butchering (0 def, 3 armour)1.5 T5 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Acc +10 (+3 eff.) Apr +11 On Melee Ret: * 27% chance to reduce effective powers by 20% * 30 arcane resource burn ----- def ----- Armour +3 Resists +10% blight Spell.save +34 (+12 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Dayraven the rough leather cap (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Cun +2 Str dps ---------- Dmg.mod +6% light Acc +5 (+2 eff.) Melee Ret 12 light On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +12% light ---------- misc Infravis +3 A cap made of leather. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 41 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 239.42 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Eilinawe (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +4 Con dps ---------- Phys.crit +3.0% Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +5% temporal +5% arcane A pointy cloth hat, very wizardly... |
Saloth (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Spell.pwr +12 (+2 eff.) Melee Ret 5 physical ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 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 738.2 Physical damage. If the attack hits, the target is confused (45% 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 cap made of leather. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+3 eff.) Spell.spd +0% Dmg.mod +0% temporal +0% physical ----- def ----- Defense +1 (+1 eff.) Resists +10% physical +10% temporal Anom.red +5 Confus- +0% ---------- misc Masteries +0.20 Chronomancy/Timetravel This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. This item has been sent to the Item's Vault. |
cleansing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight A cap made of leather. |
dwarven-steel helm 'Deepswish' (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness On Hit (Melee): * Slows global speed by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue +4% Resists +6% blight +16% cold +9% darkness +9% fire Spell.save +6 (+2 eff.) ---------- 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 might (0 def, 4 armour)3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% nature Spell.save +5 (+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. |
psion's elven-silk wizard hat of decomposition (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) Dmg.mod +14% mind ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning +6% temporal +6% light +6% fire +7% nature +6% acid +6% blight +6% cold +6% mind +6% darkness Phys.save +12 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.psi +28.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Salymira' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning +6% cold +6% nature Disease- +20% ---------- misc Breathe water A cap made of leather. |
thaloren voratun helm of might (0 def, 5 armour)3.0 T5 head armor [Ego++] Master While equipped: Stats +4 Str +7 Wil +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% blight Mind.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayodhena (12 def, 16 armour)17.0 T3 massive armor [Rare] Psionic While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +6 (+2 eff.) Apr +2 ----- def ----- Armour +16 Defense +12 (+4 eff.) Fatigue +24% Resists +6% physical Mind.save +12 (+4 eff.) A suit of armour made of metal plates. |
Porytta (9 def, 34 armour)17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +10 Con dps ---------- Dmg.mod +9% acid ----- def ----- Armour +34 Defense +9 (+3 eff.) Fatigue +30% Resists +6% lightning +7% physical -20% light +15% fire +15% darkness Crit.dmg- 15.00% Phys.save +49 (+10 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) A suit of armour made of metal plates. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
fortifying steel plate armour of acid resistance (4 def, 9 armour)17.0 T2 massive armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +17% acid Max.HP +43.00 A suit of armour made of metal plates. |
spiked iron plate armour of fire resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +17% fire A suit of armour made of metal plates. |
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. |
576 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. |
3 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. |
5 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 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. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+1 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. |
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. |
dwarven-steel pickaxe of endurance (dig speed 30 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
2 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. |
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. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 72 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.08 cold damage and 6.59 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Rhuldir2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +3% darkness +3% fire Mind.save +7 (+2 eff.) Max.HP +40.00 ---------- misc Max.stam +5.00 Light +2 See.Stealth +7 See.Invis +6 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 'Arugontir'2.0 T1 lite [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% physical ----- def ----- Max.HP +30.00 ---------- misc Max.stam +20.00 Light +5 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. |
Demonic 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. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
40 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
7 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. |
2 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. |
4 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. |
2 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. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 337/400 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. |
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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
natural dragonbone totem of thorny skin [power 80] (18 cooldown)2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 80 and armour hardiness by 70% Puts all charms on 18 cooldown 100% to regenerate 15 equilibrium. 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. |
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. |
9 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. |
9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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. |
5 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. |
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. |
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 (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Orlai the Cornac Berserker level 30
69th Regrowth 123rd year of Ascendancy at 07:22 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Orlai the Cornac Berserker level 41
79th Dusk 123rd year of Ascendancy at 18:53 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Orlai the Cornac Berserker level 30
67th Regrowth 123rd year of Ascendancy at 05:50 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Orlai the Cornac Berserker level 31
2nd Pyre 123rd year of Ascendancy at 01:21 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Orlai the Cornac Berserker level 36
66th Pyre 123rd year of Ascendancy at 05:18 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Orlai the Cornac Berserker level 50
64th Dusk 124th year of Ascendancy at 21:06 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Orlai the Cornac Berserker level 43
58th Haze 123rd year of Ascendancy at 12:51 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Orlai the Cornac Berserker level 34
53rd Pyre 123rd year of Ascendancy at 02:21 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Orlai the Cornac Berserker level 32
46th Pyre 123rd year of Ascendancy at 21:48 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Orlai the Cornac Berserker level 50
26th Haze 124th year of Ascendancy at 17:22 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Orlai the Cornac Berserker level 30
71st Regrowth 123rd year of Ascendancy at 11:52 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Orlai the Cornac Berserker level 48
21st Regrowth 124th year of Ascendancy at 21:14 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Orlai the Cornac Berserker level 32
47th Pyre 123rd year of Ascendancy at 12:35 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Orlai the Cornac Berserker level 47
6th Allure 124th year of Ascendancy at 10:18 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Orlai the Cornac Berserker level 50
52nd Regrowth 124th year of Ascendancy at 10:23 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Orlai the Cornac Berserker level 18
61st Haze 122nd year of Ascendancy at 21:31 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Orlai the Cornac Berserker level 31
15th Pyre 123rd year of Ascendancy at 16:17 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Orlai the Cornac Berserker level 41
78th Dusk 123rd year of Ascendancy at 20:55 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Orlai the Cornac Berserker level 50
46th Regrowth 124th year of Ascendancy at 00:22 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Orlai the Cornac Berserker level 48
22nd Regrowth 124th year of Ascendancy at 05:42 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Orlai the Cornac Berserker level 50
10th Haze 124th year of Ascendancy at 14:19 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Orlai the Cornac Berserker level 20
64th Haze 122nd year of Ascendancy at 05:44 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Orlai the Cornac Berserker level 50
64th Dusk 124th year of Ascendancy at 23:26 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Orlai the Cornac Berserker level 10
2nd Flare 122nd year of Ascendancy at 03:36 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Orlai the Cornac Berserker level 20
63rd Haze 122nd year of Ascendancy at 17:15 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Orlai the Cornac Berserker level 30
66th Regrowth 123rd year of Ascendancy at 18:13 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Orlai the Cornac Berserker level 40
40th Dusk 123rd year of Ascendancy at 07:51 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Orlai the Cornac Berserker level 50
28th Regrowth 124th year of Ascendancy at 16:15 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Orlai the Cornac Berserker level 50
43rd Regrowth 124th year of Ascendancy at 13:39 see stats
Portal master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Orlai the Cornac Berserker level 50
52nd Regrowth 124th year of Ascendancy at 10:18 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Orlai the Cornac Berserker level 45
5th Decay 123rd year of Ascendancy at 10:43 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Orlai the Cornac Berserker level 14
24th Dusk 122nd year of Ascendancy at 00:42 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Orlai the Cornac Berserker level 30
71st Regrowth 123rd year of Ascendancy at 15:50 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Orlai the Cornac Berserker level 15
49th Haze 122nd year of Ascendancy at 15:51 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Orlai the Cornac Berserker level 33
48th Pyre 123rd year of Ascendancy at 00:28 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Orlai the Cornac Berserker level 25
2nd Regrowth 123rd year of Ascendancy at 07:01 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Orlai the Cornac Berserker level 7
78th Pyre 122nd year of Ascendancy at 10:23 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Orlai the Cornac Berserker level 41
79th Dusk 123rd year of Ascendancy at 18:53 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Orlai the Cornac Berserker level 24
10th Allure 123rd year of Ascendancy at 22:47 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Orlai the Cornac Berserker level 20
2nd Decay 122nd year of Ascendancy at 03:45 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Orlai the Cornac Berserker level 37
10th Flare 123rd year of Ascendancy at 09:47 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Orlai the Cornac Berserker level 28
62nd Regrowth 123rd year of Ascendancy at 19:54 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Orlai the Cornac Berserker level 18
61st Haze 122nd year of Ascendancy at 00:54 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Orlai the Cornac Berserker level 29
66th Regrowth 123rd year of Ascendancy at 18:13 see stats
Log
There is a Entrance to a ruined dungeon here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Orlai uses Track.
Lore found: clue (ruined dungeon)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: learnt lore).
Talent Track is ready to use.
Orlai uses Track.
Talent Track is ready to use.
Orlai uses Track.
Talent Track is ready to use.
Orlai uses Track.
Saving done.
Lore found: infinite dungeon (ruined dungeon)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 1 turns (stop reason: learnt lore).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Orlai deactivates Berserker Rage.
Orlai deactivates Precise Strikes.
Orlai deactivates Wild Growth.
Orlai deactivates Antimagic Shield.










































































































































