













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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.
Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.0Combines 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: Showing Items Tier in Inventory 1.7.2This 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 | Insane Adventure |
| Sex | Female |
| Race | Krog |
| Class | Oozemancer |
| Level / Exp | 50 / 2220% |
| Size | big |
| Lifes / Deaths | Killed by Adotha the gigantic corrosive tunneler at level 20 on the 62nd Haze 122nd year of Ascendancy at 02:51 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 53 (base 34) |
| Dexterity | 29 (base 9) |
| Constitution | 75 (base 60) |
| Magic | 43 (base 14) |
| Willpower | 158.65415567293 (base 63) |
| Cunning | 132.48123350939 (base 61) |
Resources
| Life | 1937/1937 |
| Steam | 100/100 |
| Equilibrium | 76 |
| Psi | 239/239 |
| Healing Factor | 1.8195578233779 |
| Regeneration | 71.961220739313 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +42.64892493468% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 6 |
| See Stealth | 94.625489582921 |
| See Invisible | 93.625489582921 |
Offense: Mainhand
| Damage | 163 |
| Accuracy | 69 |
| Crit Chance | 52% |
| APR | 50 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 163 |
| Accuracy | 69 |
| Crit Chance | 50% |
| APR | 81 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 105 |
| Crit Chance | 69% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +90% |
| Blight | +51% |
| Cold | +20% |
| All | +14% |
| Darkness | +17% |
| Light | +34% |
| Temporal | +32% |
| Mind | +17% |
| Fire | +39% |
| Nature | +238% |
Offense: Damage Penetration
| Acid | +10% |
| Nature | +122% |
| Lightning | +20% |
| Mind | +81% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 34 (48.304188961773%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 75 |
| Mental Save | 78 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 57%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 46%( 70%) |
| All | + 37%( 70%) |
| Physical | + 53%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 47%( 70%) |
| Mind | + 45%( 70%) |
| Darkness | + 43%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 22% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 69% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 13% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 758 life over 5 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 161% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 244% efficiency and cooldown mod of 84%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse 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 heal for 26% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Moss | 1.40 |
| 1/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Ooze | 1.40 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Wild-gift / Slime | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Psiblades |
| talent | Skate |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
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 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. | 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 some of the Krogs. * 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 lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Resonance Field (+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 talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | 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 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | 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 talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 79. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of focus. 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 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Treereeve the pair of drakeskin leather boots (0 def, 12 armour) 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Dex +4 Wil dps ---------- Mov.spd +10% Dmg.mod +6% nature +3% darkness ----- def ----- Armour +12 Fatigue -15% Resists +6% nature Crit.dmg- 15.66% Phys.save +24 (+8 eff.) Max.HP +44.00 Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Max.enc +49 Stam/turn +0.80 Infravis +3 See.Invis +9 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Barkstun' 1.0 T3 lite [Rare] Nature While equipped: Stats +5 Mag +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +8 (+3 eff.) Mind.pwr +25 (+4 eff.) Dmg.mod +20% light Res.pen +25% mind Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 81% ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Light +12 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour) 2.0 T3 head armor [Unique] Nature While equipped: Stats +16 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +27 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 4.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Spellhunt Remnants (6 def, 8 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 233.70 arcane damage and stunned). Uses 85 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. |
| Tool | dragonbone totem of stinging 'Tulehell' [power 548] (13 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +5 Cun +12 Wil dps ---------- Dmg.mod +18% temporal Res.pen +26% mind ----- def ----- Resists +16% temporal Mind.save +19 (+4 eff.) Sting an enemy dealing 1852 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Shimmervortex the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +12% acid +17% nature Res.pen +20% lightning +10% acid On Hit (Melee): * 10% chance to slow global speed by 81% * 20% chance to reduce armor by 17% ----- def ----- Resists +3% lightning +34% nature Mind.save +14 (+3 eff.) Max.HP +78.00 HP.reg +15.00 Heal.mod +17% Rings make your fingers look great! |
| On fingers | voratun ring 'Xiba'0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Phys.pwr +18 (+5 eff.) Spell.pwr +14 (+1 eff.) Mind.pwr +35 (+6 eff.) Dmg.mod +19% nature +7% all Res.pen +10% mind Melee Ret 2 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +9% darkness +38% nature +9% cold +5% arcane +6% lightning Rings make your fingers look great! |
| Around neck | Glorelewe the Frozenworth0.1 T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +4 Dex +9 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +6% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 51 ----- def ----- Resists +10% lightning +6% mind Mind.save +7 (+2 eff.) Confus- +12% Stun/Frz- +25% Amulets make your neck look great! |
| In main hand | Oozing Heart (17-19 power, 50 apr, nature slow damage) 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 97% Wil, 58% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +50 Crit +7.0% Atk.spd 100% Melee+ +30 manaburn arcane On Hit: * flashes light on your target dealing 104 damage While equipped: Stats +4 Cun +12 Wil dps ---------- Mind.crit +8% Crit.mult +15.00% Mind.pwr +23 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 3.5 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 252.03 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Around waist | Techak the Mucusbore |
| In off hand | Voiddredge (17-19 power, 81 apr, nature damage) 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 17.0 - 18.7 Nature Uses 97% Wil, 58% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +81 Crit +5.0% Atk.spd 100% Against +25% Unnatural On Crit.r2 +12 darkness +8 cold On Hit: * 20% chance to reduce damage dealt by 41% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * flashes light on your target dealing 109 damage While equipped: Stats +14 Cun dps ---------- Mind.crit +5% Crit.mult +38.00% Mind.pwr +19 (+3 eff.) Dmg.mod +10% nature Res.pen +9% nature On Hit (Melee): * 21% chance to slow global speed by 81% ----- def ----- Resists +3% lightning +13% nature +6% light ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Elynor (3 def, 0 armour) 2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Dex +12 Mag +4 Cun dps ---------- Spell.crit +7% Crit.mult +20.00% Spell.pwr +40 (+3 eff.) Mind.pwr +40 (+7 eff.) Dmg.mod +12% blight +24% acid ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Spell.save +18 (+4 eff.) Stun/Frz- +50% ---------- misc Mana/turn +0.28 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Corruptionpierce (0 def, 10 armour) 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +54% nature +3% mind Res.pen +20% mind On Hit (Melee): * 10% chance to slow global speed by 81% ----- def ----- Armour +10 Resists +20% blight +6% mind +54% nature +15% all Crit.dmg- 35.00% Max.HP +93.00 HP.reg +4.60 Heal.mod +25% Poison- +45% Disease- +49% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 168% / cooldown 52%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 194% / cooldown 56%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 194% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 168% / cooldown 68%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 68%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 367; cd 10)0.1 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 367 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -285; dur 7; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -285 life. The duration and life will increase by 1% for every 1% life you have lost (currently 285 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 910%; cd 11)0.1 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 increase movement speed by 910% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 737; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 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 737 life over 5 turns. 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 22%; physical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 45%; mental; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 3 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 nature talent. |
wild infusion of the titan (res 31%; mental, magical; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 31% for 3 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 nature talent. |
wild infusion of the warrior (res 30%; magical, mental; dur 4; cd 10)0.1 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 cure yourself of one random magical and mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the wizard (res 29%; magical, physical; dur 4; cd 11)0.1 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 cure yourself of one random magical and physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +11% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
warrior's copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 4.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 660 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Gymira the Winterhue0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Apr +3 ----- def ----- Fatigue -6% Resists +9% cold +6% light +12% darkness Die.at -20.00 life HP.reg +6.00 Disease- +20% Amulets make your neck look great! |
Tiruiruirath the Flamenigh0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% mind +12% fire ----- def ----- Resists +15% light +27% fire ---------- misc Light +3 Amulets make your neck look great! |
insulating steel amulet of murder0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +12.00% Acc +5 (+2 eff.) Apr +12 ----- def ----- Resists +13% fire +14% cold Amulets make your neck look great! |
Breezeradiance0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +6% nature Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 81% ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Stam/turn +0.50 Masteries +0.17 Technique/Combat training Amulets make your neck look great! |
Glimmerbreaker0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +7 Str dps ---------- Dmg.mod +9% light ----- def ----- Resists +18% blight ---------- misc Light +3 Infravis +3 Amulets make your neck look great! |
Isireranor the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Wil +1 Cun +10 Lck dps ---------- Crit.mult +5.00% Dmg.mod +3% mind Res.pen +5% blight Acc +14 (+7 eff.) ----- def ----- Armour +5 Defense +15 (+5 eff.) Resists +9% blight Res.Cap +4% all Phys.save +15 (+5 eff.) Unseen.red 13% Amulets make your neck look great! |
Searquell0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Cun +4 Con dps ---------- Mind.crit +4% Res.pen +15% mind ----- def ----- Resists +12% nature +15% fire Phys.save +9 (+3 eff.) Max.HP +51.00 HP.reg +5.00 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (113). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Toxinidol the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +16.00% Dmg.mod +15% arcane +12% physical Acc +8 (+4 eff.) Apr +15 ----- def ----- Resists +5% arcane +6% nature +6% darkness Phys.save +18 (+6 eff.) Amulets make your neck look great! |
stabilizing gold amulet of mastery (0.23 Wild-gift / Eyal's fury)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +20% ---------- misc Masteries +0.23 Wild-gift/Eyal's fury Amulets make your neck look great! |
Duregolin the Strikesin0.1 T4 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +6% Crit.mult +20.00% Mind.pwr +13 (+2 eff.) Dmg.mod +18% mind Res.pen +15% lightning Melee Ret 4 blight ----- def ----- Resists +12% lightning Mind.save +31 (+7 eff.) Confus- +22% Amulets make your neck look great! |
Veletha the Singenigh0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +10 Wil dps ---------- Dmg.mod +18% mind +18% fire ----- def ----- Resists +15% acid Crit.dmg- 15.00% ---------- misc Infravis +3 Masteries +0.34 Wild-gift/Mindstar mastery Amulets make your neck look great! |
stralite amulet 'Glowknight'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +7 Dex +3 Mag +7 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -15% Resists +15% lightning HP.reg +8.00 Stun/Frz- +32% ---------- misc Stam/turn +0.80 Light +3 Infravis +2 Amulets make your neck look great! |
warmaker's stralite amulet of mastery (0.29 Wild-gift / Eyal's fury)0.1 T4 amulet jewelry [Ego+] Master While equipped: Stats +8 Str +6 Dex +8 Wil ---------- misc Masteries +0.29 Wild-gift/Eyal's fury Amulets make your neck look great! |
Infernonigh the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% fire +9% temporal Res.pen +5% fire +5% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% physical +6% temporal +22% mind +9% fire Phys.save +22 (+8 eff.) Spell.save +22 (+5 eff.) Mind.save +21 (+5 eff.) Confus- +50% ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
voratun amulet 'Brenykor'0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +9 Wil dps ---------- Spell.pwr +5 (+0 eff.) Res.pen +20% arcane Melee Ret 2 arcane On Hit (Melee): * 21% chance to reduce armor by 17% ----- def ----- Resists +27% light +16% darkness Heal.mod +27% Blind- +46% Cut- +70% ---------- misc Vim/s.crit +2.00 Heal: Puts all charms on 30 cooldown Level 2.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 549 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet 'Ulfukath'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +2 Mag +10 Wil +8 Cun +3 Con dps ---------- Mov.spd +10% Dmg.mod +12% arcane Res.pen +5% blight Phasing +20% ----- def ----- Fatigue -19% HP.reg +8.00 Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Stam/turn +1.00 Mana/turn +0.12 Max.mana +60.00 Amulets make your neck look great! |
Demonseam the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +10% cold Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Resists +20% cold Mind.save +3 (+1 eff.) Rings make your fingers look great! |
Gleamtouch0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% fire ----- def ----- Resists +3% lightning Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
copper ring 'Rimevortex'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 51 ----- def ----- Fatigue -5% Resists +3% cold ---------- misc Max.enc +24 Hate/m.crit +4.00 Rings make your fingers look great! |
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 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
marksman's steel ring of nature (+26%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +13% nature Acc +8 (+4 eff.) ----- def ----- Resists +26% nature Rings make your fingers look great! |
sneakthief's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +5 Dex dps ---------- Melee+ 9 physical Ranged+ 12 physical Acc +7 (+3 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 51 On Hit (Ranged): * 11% chance to reduce all saves and defense by 51 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Aruvena the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +14 Resists +18% lightning HP.reg +4.00 Blind- +33% Knockbk- +20% ---------- misc Infravis +5 See.Stealth +17 See.Invis +10 Rings make your fingers look great! |
Blindbreeze0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +18 Wil dps ---------- Res.pen +15% blight +25% light Melee Ret 8 mind ----- def ----- Resists +9% cold Mind.save +23 (+5 eff.) Rings make your fingers look great! |
Kindlevault0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% fire Melee Ret 10 fire On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Resists +9% acid +15% light Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +13 (+3 eff.) ---------- misc Light +3 Rings make your fingers look great! |
Corpsespiker the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +6 Cun +6 Con dps ---------- Dmg.mod +6% nature Res.pen +15% lightning +10% nature Acc +9 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 81% ----- def ----- Resists +17% nature +10% blight Phys.save +12 (+4 eff.) Poison- +20% Disease- +20% Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
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 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. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+5 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+15 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. |
Gyneg0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Str +2 Dex +6 Mag +1 Wil +10 Cun dps ---------- Melee+ 21 physical Ranged+ 26 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 51 On Hit (Ranged): * 15% chance to reduce all saves and defense by 51 ----- def ----- Mind.save +11 (+3 eff.) Max.HP +84.00 HP.reg +16.00 Heal.mod +20% Confus- +44% ---------- misc Hate/m.crit +3.00 Max.hate +8.00 See.Invis +9 Bleeding Edge: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Neraba the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.pwr +10 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 51 ----- def ----- Defense +30 (+10 eff.) Resists +5% arcane +18% blight HP.reg +13.00 Stun/Frz- +50% Rings make your fingers look great! |
savage's voratun ring of warding0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Con ----- def ----- Resists +22% acid +18% fire +29% lightning +22% cold Spell.save +14 (+3 eff.) ---------- misc Max.stam +28.00 Rings make your fingers look great! |
voratun ring 'Dagydrasin'0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun ----- def ----- Armour +6 Defense +20 (+6 eff.) Resists +24% lightning +4% physical +5% arcane +9% darkness HP.reg +4.08 Stun/Frz- +20% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+4 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 170 power out of 147/200 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." |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+2 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+5 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+1 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Shimmersever (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 nature While equipped: Stats +7 Str +3 Wil +4 Cun dps ---------- Mind.crit +5% Crit.mult +20.20% Mind.pwr +10 (+2 eff.) Dmg.mod +9% lightning +10% physical +6% nature Res.pen +25% lightning +10% physical ----- def ----- Resists +10% physical Phys.save +9 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Earigathel' (15-16 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +23 mind While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +22.00% Mind.pwr +10 (+2 eff.) Res.pen +15% mind ----- def ----- Defense +15 (+5 eff.) Resists +9% nature +5% physical Phys.save +18 (+6 eff.) HP.reg +4.00 Heal.mod +23% ---------- misc Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Mudil the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Mind.crit +6% Mind.pwr +20 (+3 eff.) Dmg.mod +21% nature ----- def ----- Resists +5% arcane +31% nature +11% all ---------- misc Equi/ret +0.16 Psi/ret +0.28 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Lightmalice the silk robe (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +16% lightning +30% physical +6% light +12% cold +9% acid Res.pen +15% light On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +8% lightning +19% physical +3% light +14% blight +10% cold +13% all Max.HP +63.00 HP.reg +4.10 Heal.mod +13% ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +23% nature ----- def ----- Resists +15% blight +15% all Max.HP +85.00 HP.reg +3.60 Heal.mod +19% Poison- +49% Disease- +39% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+2 eff.) Dmg.mod +0% acid +0% fire +0% nature +0% blight ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Silith the Jetquarry1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +16% physical Res.pen +13% physical ----- def ----- Armour +4 Defense +20 (+6 eff.) Resists +12% darkness Die.at -80.00 life Max.HP +100.00 Confus- +20% ---------- misc Max.hate +10.00 A belt that goes around your waist. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Searraptor the drakeskin leather belt1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +5 (+2 eff.) Mind.pwr +20 (+3 eff.) Dmg.mod +15% mind +12% fire Res.pen +5% fire Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 51 ----- def ----- Resists +6% fire Phys.save +21 (+7 eff.) A belt that goes around your waist. |
Corpsesage the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% nature Res.pen +25% darkness +10% nature On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Defense +2 (+0 eff.) Resists +13% blight +24% nature +9% lightning HP.reg +7.00 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. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+6 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
cashmere cloak 'Ashnight' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Cun ----- def ----- Defense +2 (+0 eff.) Resists +7% acid +8% fire +8% lightning +7% cold Phys.save +6 (+2 eff.) Disarm- +20% ---------- misc Light +3 Infravis +1 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 120 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Airquick (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +30.00% Dmg.mod +6% acid +12% mind Res.pen +5% mind +33% acid Acc +13 (+6 eff.) Apr +15 Melee Ret 8 acid ----- def ----- Defense +3 (+1 eff.) Resists +15% acid +9% lightning Phys.save +14 (+5 eff.) Mind.save +28 (+6 eff.) Stealth +15 Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Sootstriker' (58 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% darkness ----- def ----- Defense +58 (+19 eff.) Resists +24% lightning +18% cold +18% acid Phys.save +15 (+5 eff.) Die.at -100.00 life Max.HP +133.79 Disease- +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Armagar' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Crit.mult +10.00% Mind.pwr +30 (+5 eff.) ----- def ----- Armour +3 Resists +7% lightning +8% temporal A pair of boots made of leather. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Fatigue +6% Pinning- +600% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 4.5 Pwr.cost 13 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 39.07 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 208.34 lightning and 208.34 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 4% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (164 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (274 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 16 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 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. |
linen wizard hat 'Xera' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +0 Cun ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +10% temporal +9% mind +3% cold Die.at -80.00 life Pinning- +10% A pointy cloth hat, very wizardly... |
Layomina the Rimesorrow (1 def, 10 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +0 Cun dps ---------- Dmg.mod +10% nature Melee Ret 6 acid ----- def ----- Armour +10 Defense +1 (+0 eff.) Resists +6% lightning +2% physical +6% cold +15% nature +5% arcane A pointy cloth hat, very wizardly... |
Aerarion the Forestfurnace (0 def, 10 armour)2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid +6% nature +15% light On Hit (Melee): * 21% chance to reduce armor by 17% ----- def ----- Armour +10 Fatigue +5% Resists +20% mind Mind.save +27 (+6 eff.) Confus- +47% ---------- misc Infravis +4 A hat made of leather. Very stylish. |
Belamivea the Scumwell (8 def, 11 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +18 Str +8 Dex +7 Cun +7 Con dps ---------- Dmg.mod +3% light On Hit (Melee): * 21% chance to slow global speed by 81% ----- def ----- Armour +11 Defense +8 (+2 eff.) Fatigue +5% Resists +3% light +9% temporal +9% nature +7% all Phys.save +15 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A hat made of leather. Very stylish. |
Xerimina the Blindwar (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +13 Wil dps ---------- Mind.crit +7% Crit.mult +20.69% Res.pen +25% blight Melee Ret 8 mind On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +5 Fatigue +5% Resists +13% blight +9% darkness Mind.save +15 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Rimekiss' (0 def, 10 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil +5 Cun +14 Lck dps ---------- Phys.crit +7.0% Spell.crit +4% Mind.crit +7% Mind.pwr +5 (+1 eff.) Dmg.mod +15% arcane Res.pen +26% cold ----- def ----- Armour +10 Fatigue +5% Resists +5% arcane +21% cold ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 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. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
6 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. |
9 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. |
5 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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. |
15 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
1430 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. |
Betothra the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.crit +4.0% Crit.mult +15.00% Dmg.mod +12% acid ----- def ----- Armour +10 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eclipsewinnow the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +0% light Melee Ret 10 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+3 eff.) Resists +6% fire Phys.save +15 (+5 eff.) Spell.save +12 (+3 eff.) Mind.save +16 (+4 eff.) Max.HP +100.00 HP.reg +4.00 Heal.mod +20% Stun/Frz- +20% Knockbk- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Jetstoker'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +0% light +12% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Mind.save +3 (+1 eff.) Max.HP +50.00 ---------- misc Max.psi +20.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Geradas the dwarven lantern1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +7 Wil dps ---------- Phys.crit +3.0% Mind.crit +2% Crit.mult +5.00% Dmg.mod +14% mind ----- def ----- Armour +8 Die.at -93.64 life Max.HP +71.00 ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Glowbender'1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +1 Wil dps ---------- Spell.crit +2% Apr +2 ----- def ----- Armour +2 Defense +14 (+4 eff.) Resists +9% light Phys.save +19 (+7 eff.) Spell.save +17 (+4 eff.) Mind.save +31 (+7 eff.) Blind- +40% Confus- +21% ---------- misc Light +10 See.Stealth +39 See.Invis +31 Track: Puts all charms on 34 cooldown Level 5.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 39 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
stralite back support0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -16% ---------- misc Max.enc +40 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 36] amazing frost salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 521] amazing healing salve [power 521]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 50% cooldown modifier. Heal 521 Puts Talent Medical Injector on 13 cooldown Medical salve. |
amazing pain suppressor salve [power 456] amazing pain suppressor salve [power 456]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 50% cooldown modifier. Let you fight up to -456 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing water salve [power 36] amazing water salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (36% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe 'Neruldarin' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Dmg.mod +6% nature Acc +5 (+2 eff.) ----- def ----- Resists +11% nature 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 (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 273/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1257.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
voratun torque of clear mind [power 4] (22 cooldown)2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
Beluselaith the ash totem of stinging [power 206] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Mind.pwr +25 (+4 eff.) ----- def ----- Resists +5% arcane ---------- misc Psi/ret +0.28 Max.hate +2.00 Sting an enemy dealing 696 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) On Melee Ret: * 18% chance to slow global speed by 81% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
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 (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Yakroooz the Krog Oozemancer level 35
73rd Regrowth 123rd year of Ascendancy at 07:13 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Yakroooz the Krog Oozemancer level 48
23rd Dusk 123rd year of Ascendancy at 12:17 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Yakroooz the Krog Oozemancer level 34
71st Regrowth 123rd year of Ascendancy at 17:20 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Yakroooz the Krog Oozemancer level 21
71st Haze 122nd year of Ascendancy at 05:11 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Yakroooz the Krog Oozemancer level 40
45th Pyre 123rd year of Ascendancy at 10:49 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Yakroooz the Krog Oozemancer level 38
41st Pyre 123rd year of Ascendancy at 21:39 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Yakroooz the Krog Oozemancer level 37
21st Pyre 123rd year of Ascendancy at 21:55 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yakroooz the Krog Oozemancer level 12
4th Dusk 122nd year of Ascendancy at 17:16 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Yakroooz the Krog Oozemancer level 37
22nd Pyre 123rd year of Ascendancy at 04:59 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Yakroooz the Krog Oozemancer level 32
67th Regrowth 123rd year of Ascendancy at 06:04 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Yakroooz the Krog Oozemancer level 25
4th Allure 123rd year of Ascendancy at 09:27 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Yakroooz the Krog Oozemancer level 50
57th Haze 123rd year of Ascendancy at 15:59 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Yakroooz the Krog Oozemancer level 22
77th Haze 122nd year of Ascendancy at 05:42 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yakroooz the Krog Oozemancer level 29
14th Regrowth 123rd year of Ascendancy at 01:44 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Yakroooz the Krog Oozemancer level 49
33rd Dusk 123rd year of Ascendancy at 16:00 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Yakroooz the Krog Oozemancer level 50
58th Dusk 123rd year of Ascendancy at 18:11 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Yakroooz the Krog Oozemancer level 35
20th Pyre 123rd year of Ascendancy at 06:23 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yakroooz the Krog Oozemancer level 29
24th Regrowth 123rd year of Ascendancy at 15:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Yakroooz the Krog Oozemancer level 10
9th Mirth 122nd year of Ascendancy at 18:41 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Yakroooz the Krog Oozemancer level 20
61st Haze 122nd year of Ascendancy at 21:36 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Yakroooz the Krog Oozemancer level 30
57th Regrowth 123rd year of Ascendancy at 23:09 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Yakroooz the Krog Oozemancer level 40
44th Pyre 123rd year of Ascendancy at 15:10 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Yakroooz the Krog Oozemancer level 50
33rd Dusk 123rd year of Ascendancy at 20:54 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Yakroooz the Krog Oozemancer level 50
58th Dusk 123rd year of Ascendancy at 00:31 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Yakroooz the Krog Oozemancer level 23
8th Decay 122nd year of Ascendancy at 13:16 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Yakroooz the Krog Oozemancer level 50
46th Dusk 123rd year of Ascendancy at 07:18 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Yakroooz the Krog Oozemancer level 37
21st Pyre 123rd year of Ascendancy at 18:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Yakroooz the Krog Oozemancer level 26
10th Allure 123rd year of Ascendancy at 16:14 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Yakroooz the Krog Oozemancer level 37
38th Pyre 123rd year of Ascendancy at 17:44 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Yakroooz the Krog Oozemancer level 50
57th Haze 123rd year of Ascendancy at 15:56 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Yakroooz the Krog Oozemancer level 19
57th Haze 122nd year of Ascendancy at 15:42 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Yakroooz the Krog Oozemancer level 50
57th Dusk 123rd year of Ascendancy at 23:55 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Yakroooz the Krog Oozemancer level 50
57th Haze 123rd year of Ascendancy at 15:59 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Yakroooz the Krog Oozemancer level 50
35th Dusk 123rd year of Ascendancy at 10:11 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Yakroooz the Krog Oozemancer level 41
67th Pyre 123rd year of Ascendancy at 21:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Yakroooz the Krog Oozemancer level 21
64th Haze 122nd year of Ascendancy at 13:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Yakroooz the Krog Oozemancer level 15
13rd Dusk 122nd year of Ascendancy at 02:28 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Yakroooz the Krog Oozemancer level 34
71st Regrowth 123rd year of Ascendancy at 03:39 see stats
Log
You gain 12.10 gold from the melting of warbringer's voratun mace of crippling (44-61 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 4.75 gold from the melting of quick voratun longsword of massacre (56-78 power, 6 apr).
You gain 15.11 gold from the melting of greater dragonbone magestaff of channeling (30-36 power, 6 apr, cold element).
You gain 25.00 gold from the melting of dragonbone magestaff 'Cinderspiker' (30-36 power, 6 apr, arcane element).
You gain 25.00 gold from the melting of Gloriba the Torchbearer (30-36 power, 6 apr, fire element).
You gain 7.27 gold from the melting of painweaver's voratun ring.
You gain 2.13 gold from the melting of shielding rune (absorb 377; dur 8; cd 15).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 7.92 gold from the melting of heroism infusion (die at -592; dur 10; cd 28).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 7.95 gold from the melting of heroism infusion (die at -595; dur 10; cd 29).
You gain 4.17 gold from the melting of steam generator implant (steam 15).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Space around you starts to dissolve...
--------------------------------
Resting starts...
Saving done.
You are yanked out of this place!
Rested for 48 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
--------------------------------
Saving done.







































































































































































