















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
QuickTome: Event Changes 1.3.1 Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: (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.
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This 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. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.5.0Allows 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. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 50 / 3611% |
| Size | big |
| Lifes / Deaths | Killed by Congun at level 50 on the 67th Pyre 123rd year of Ascendancy at 12:31 4 / 3Killed by Vorewyn the master vampire at level 50 on the 57th Dusk 123rd year of Ascendancy at 12:00 Killed by Vorewyn the master vampire at level 50 on the 57th Dusk 123rd year of Ascendancy at 14:31 |
| Antimagic | Follower |
Primary Stats
| Strength | 84 (base 64) |
| Dexterity | 125 (base 66) |
| Constitution | 53 (base 25) |
| Magic | 29 (base 16) |
| Willpower | 55 (base 20) |
| Cunning | 126 (base 60) |
Resources
| Life | 1178/1184 |
| Steam | 100/100 |
| Equilibrium | 50 |
| Psi | 139/145 |
| Healing Factor | 1.5192376681615 |
| Regeneration | 6.6086838565024 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | -2.2204460492503E-14% |
| Spell | -1.1102230246252E-14% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 4 |
| See Stealth | 57.141121694041 |
| See Invisible | 47.141121694041 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 82 |
| Crit Chance | 58% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 120 |
| Accuracy | 82 |
| Crit Chance | 58% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +99% |
| Mind | +40% |
| All | +7% |
| Darkness | +16% |
| Light | +36% |
| Temporal | +19% |
| Arcane | +19% |
| Fire | +19% |
| Nature | +27% |
Offense: Damage Penetration
| Nature | +19% |
| Acid | +13% |
| Physical | +70% |
| Temporal | +15% |
| Blight | +10% |
| Arcane | +35% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 86.723073231957 (93.924050632911%) |
| Defense | 52 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 47 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 63%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 24%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 57%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 47%( 70%) |
| Mind | + 42%( 70%) |
| Darkness | + 42%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 65%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 13% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.0 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 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 228% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -987 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 871% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 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 214% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gunslinging | 1.50 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.64 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.54 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Automated Cloak Tessellation |
| talent | Elemental Harmony |
| talent | Antimagic Shield |
| talent | Embedded Restoration Systems |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Shardskin. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 198. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed vial of fire wyrm saliva. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed minotaur nose. * You've found the needed red crystal shard. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | Morningwalker the pair of drakeskin leather boots (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Cun +4 Con +12 Lck ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +11% temporal +15% light +9% fire +3% cold Phys.save +15 (+5 eff.) Mind.save +20 (+5 eff.) Stealth +10 Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Talents +5 Rocket Boots A pair of boots made of leather. |
| Quiver | Xanaldabeth the Willowrebel (20/20, 164% power, 6 apr) 3.0 T5 shot ammo [Random Unique] Disrupt/Master/Psionic Power 165% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Ranged+ +16 nature +8 light +20 bleed +12 mind On Crit.r2 +8 nature On Hit: * 20% chance to blind * 25 arcane resource burn * Slows global speed by 47% * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Mayarin the dwarven lantern 1.0 T5 lite [Rare] Master While equipped: Stats +2 Str +2 Mag +4 Cun +9 Con dps ---------- Dmg.mod +20% light +12% temporal Res.pen +15% temporal Melee Ret 8 temporal ----- def ----- Resists +12% temporal Crit.dmg- 15.00% ---------- misc Light +14 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +22 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+5 eff.) Mind.save +15 (+4 eff.) Blind- +100% Silence- +0% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Spellhunt Remnants (6 def, 8 armour) 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +1 Talents +5 Fatal Attractor Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 185.64 arcane damage and stunned). Uses 68 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 | hateful dwarven-steel torque of psychoportation [power 37] (21 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 37) Puts all charms on 21 cooldown 100% to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vorowe the Lavafear0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +7 Wil +8 Cun dps ---------- Dmg.mod +20% nature +9% fire Acc +8 (+1 eff.) Melee Ret 8 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +28% nature +5% arcane Mind.save +14 (+4 eff.) Rings can have magical properties. |
| On fingers | Chaloharakhad the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +5 Wil +6 Cun dps ---------- Mind.crit +3% Res.pen +10% blight Acc +6 (+1 eff.) ----- def ----- Resists +7% nature +8% blight Mind.save +22 (+6 eff.) Poison- +13% Disease- +12% Rings can have magical properties. |
| Around neck | Lelandil the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +10% Dmg.mod +9% arcane +6% mind Res.pen +25% arcane Melee Ret 16 mind ---------- misc Masteries +0.34 Steamtech/Physics +0.34 Steamtech/Elusiveness Amulets can have magical properties. |
| In main hand | Ulfemasablek the Umbrawire 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 acid blind On Hit: * flashes light on your target dealing 148 damage Uses 2.0 Steam While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +38% physical +9% darkness +3% arcane Res.pen +13% acid +14% physical +10% arcane ----- def ----- Resists +5% arcane +6% darkness HP.reg +1.80 ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Glitterlady 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +7 Wil +6 Cun dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +23% physical +9% light +12% mind Res.pen +20% physical Melee Ret 12 light 4 blight On Hit (Melee): * 30% chance to blind ----- def ----- Fatigue -20% Resists +6% blight +9% temporal Phys.save +20 (+7 eff.) Spell.save +35 (+12 eff.) Mind.save +20 (+5 eff.) ---------- misc Max.enc +50 Size +1 A belt that goes around your waist. |
| In off hand | Healgash the voratun steamgun 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +25 nature On Hit.r1 +4 fire On Crit.r2 +4 nature +2 mind On Hit: * splashes acid on your target dealing 90 damage and reducing their armor On Crit: * silences the target Uses 2.0 Steam While equipped: Stats +7 Con dps ---------- Dmg.mod +3% fire +15% mind +21% physical Res.pen +21% physical +19% nature +15% mind ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 202 life over 5 turns Puts all charms on 14 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | elven-silk cloak 'Elywen' (12 def, 6 armour) 2.0 T5 cloak armor [Random Unique] Nature While equipped: Stats +2 Dex dps ---------- Acc +33 (+6 eff.) ----- def ----- Armour +6 Defense +12 (+4 eff.) Rng.Def +9 (+3 eff.) Fatigue -8% Resists +18% blight +20% nature +30% lightning Max.HP +150.00 HP.reg +2.30 Heal.mod +23% Stun/Frz- +50% ---------- misc Max.stam +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (15 def, 50 armour) 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+4 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +50 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Crit.dmg- 35.00% Phys.save +15 (+5 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 11 out of 0/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 9 Armour, 14 Defense and your attacks will gain 36% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
medical injector implant of the sneak (efficiency 239% / cooldown 65%)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 239% efficiency and cooldown mod of 65%. Its effects scale with your Cunning 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 warrior (efficiency 183% / cooldown 53%)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 183% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 19)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.7 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Dexterity 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 duelist (heal 357)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 357 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 360)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 6 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 360 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 856 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 856 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 628 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 628 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 ability. |
movement infusion of the duelist (931% speed; 8 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 931% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (727% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 727% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (910% speed; 8 turns)0.1 T2 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 increase movement speed by 910% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the duelist (+24 for 11 turns, die at -675)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 11 turns. While Heroism is active, you will only die when reaching -675 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+24 for 11 turns, die at -834)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 11 turns. While Heroism is active, you will only die when reaching -834 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Adithra the Glitterfury0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight Melee Ret 8 light On Hit (Melee): * 20% chance to disease ----- def ----- Fatigue -7% Resists +12% light +12% blight HP.reg +1.80 Amulets can have magical properties. |
Betharianne the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Wil +2 Con dps ---------- Dmg.mod +9% blight Res.pen +10% blight ----- def ----- Resists +11% temporal Spell.save +3 (+1 eff.) Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
cleansing steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Dex ----- def ----- Resists +14% nature +15% blight Poison- +22% Disease- +22% Amulets can have magical properties. |
wanderer's steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex +4 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.60 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
Yaryblek the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Wil dps ---------- Spell.crit +3% S.pwr/crit +10 Dmg.mod +15% blight Phasing +30% ----- def ----- Fatigue -7% Spell.save +18 (+6 eff.) HP.reg +2.90 ---------- misc Vim/s.crit +3.00 Amulets can have magical properties. |
gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun Amulets can have magical properties. |
Magmaterror0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +6 Cun +7 Con +23 Lck dps ---------- Mov.spd +10% Dmg.mod +6% arcane +12% fire Res.pen +10% arcane Acc +27 (+5 eff.) ----- def ----- Defense +26 (+8 eff.) Fatigue -8% Resists +5% arcane Unseen.red 33% HP.reg +1.30 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 21 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Stokeonslaught0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +15 Lck +2 Con dps ---------- Acc +17 (+3 eff.) ----- def ----- Defense +17 (+6 eff.) Resists +22% mind +12% fire Unseen.red 15% Confus- +39% ---------- misc See.Invis +9 Telepathy Humanoid/Orc Masteries +0.34 Cunning/Survival +0.34 Wild-gift/Harmony Amulets can have magical properties. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 41 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 34 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Daimuvor the voratun amulet0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +3 Str +7 Dex dps ---------- Dmg.mod +15% arcane +30% blight ----- def ----- Fatigue -10% HP.reg +2.50 ---------- misc See.Invis +9 Amulets can have magical properties. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 7 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 444.85 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
enraging voratun amulet of dexterity (+7)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +8% physical Amulets can have magical properties. |
mindweaver's voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +11 (+4 eff.) ----- def ----- Mind.save +11 (+3 eff.) Blind- +24% Confus- +17% ---------- misc Infravis +9 Sight +2 See.Invis +11 Amulets can have magical properties. |
voratun amulet 'Aerille'0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +19 Cun +4 Str ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Telepathy Dragon Amulets can have magical properties. |
voratun amulet 'Radianceprophet'0.1 T5 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +8 (+2 eff.) Mind.pwr +12 (+4 eff.) Phys.spd +10% Dmg.mod +3% light +7% physical Res.pen +20% temporal Melee Ret 8 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +17 (+6 eff.) Spell.save +19 (+7 eff.) Mind.save +25 (+6 eff.) Confus- +21% Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Anyyabar0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +1% physical +22% cold Mind.save +6 (+2 eff.) Blind- +20% Cut- +10% Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. |
psionicist's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.30 Stun/Frz- +20% Rings can have magical properties. |
Ivulrann0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Mag dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Max.HP +31.00 Disarm- +28% Pinning- +32% Knockbk- +31% ---------- misc Psi/ret +0.16 See.Invis +24 Telepathy Dragon Rings can have magical properties. |
Pitchmaim0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +27% arcane Res.pen +15% arcane +20% darkness Melee Ret 20 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +24% acid Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.35 cold and 30.40 physical damage (based on Willpower) each turn and knocking opponents back. Uses 41 power out of 60/60 This azure ring seems to be always moist to the touch. |
Airlace0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Dmg.mod +12% fire Res.pen +15% lightning +25% fire Acc +10 (+2 eff.) Melee Ret 20 lightning 8 fire ----- def ----- Resists +21% lightning Rings can have magical properties. |
Arckiss0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex +4 Wil dps ---------- Res.pen +15% lightning +15% arcane Acc +8 (+1 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Spell.save +20 (+7 eff.) ---------- misc Max.mana +40.00 Rings can have magical properties. |
Belaldata0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +20% physical Melee Ret 20 physical ----- def ----- Armour +6 Phys.save +30 (+9 eff.) Max.HP +60.00 HP.reg +2.60 Heal.mod +25% Stun/Frz- +37% ---------- misc Max.stam +10.00 Rings can have magical properties. |
Gylewe the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% blight +15% mind Res.pen +20% mind Melee Ret 20 blight ----- def ----- Resists +12% mind +12% blight Mind.save +11 (+3 eff.) Confus- +35% Rings can have magical properties. |
mule's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Fatigue -5% Resists +24% fire ---------- misc Max.enc +29 Rings can have magical properties. |
Hareblek the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Dex +4 Con ----- def ----- Armour +8 Fatigue -13% Resists +6% blight Disarm- +10% ---------- misc Max.enc +36 See.Invis +12 Rings can have magical properties. |
stralite ring 'Umbraslicer'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Cun +8 Dex dps ---------- Dmg.mod +24% acid Res.pen +25% darkness Acc +12 (+2 eff.) Melee Ret 16 darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +18% darkness Rings can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+13 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. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
voratun ring 'Ce'Nugama'0.1 T5 ring jewelry [Rare] Master While equipped: Stats +4 Mag dps ---------- Mind.pwr +4 (+2 eff.) Melee Ret 16 mind ----- def ----- Mind.save +9 (+3 eff.) Max.HP +35.00 Heal/summ +50 Disarm- +47% Pinning- +44% Knockbk- +48% ---------- misc Max.hate +6.00 Light +3 See.Invis +9 Rings can have magical properties. |
voratun ring of corrosion (+34%)0.1 T5 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +17% acid ----- def ----- Resists +34% acid Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+5 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 136 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Ce'Nylle4.0 T4 steamgun 1H weapon [Random Unique] Disrupt/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 20% Mana Clash 1 Uses 2.0 Steam While equipped: Stats +3 Str +5 Wil dps ---------- Phys.pwr +13 (+3 eff.) Mind.pwr +9 (+3 eff.) Ranged+ 14 manaburn arcane Dmg.mod +16% physical ----- def ----- Resists +12% lightning +9% cold +9% fire Blind- +10% Teleport- +15% ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Tydrafang the voratun steamgun4.0 T5 steamgun 1H weapon [Random Unique] Disrupt/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Against +0% Undead +0% Demon +0% Horror Uses 2.0 Steam While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +28% physical On Hit (Ranged): * 15 arcane resource burn ----- def ----- Defense +4 (+1 eff.) Resists +6% blight Phys.save +6 (+2 eff.) Disarm- +10% Pinning- +5% ---------- misc Cooldown Fragmentation Shot -4 Pin Down -2 Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Zaniharadan the voratun steamgun4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +8 Cun dps ---------- Res.pen +22% physical ----- def ----- Armour +8 Resists +2% physical +12% temporal Phys.save +3 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +12 (+3 eff.) Confus- +10% Teleport- +10% Res/telep +6% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Xerilrann the Searblur (21/50, 140% power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 141% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 50 Ranged+ +8 blight On Hit.r1 +12 acid +4 blight On Crit.r2 +12 fire On Hit: * 40% chance to cause random gloom * 40% chance to corrode armour by 30% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
Blindkill (23/23, 168% power, 6 apr)3.0 T5 shot ammo [Rare] Nature Power 168% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 23 Ranged+ +12 arcane +20 temporal +20 nature On Hit.r1 +28 darkness On Crit.r2 +12 arcane On Hit: * 20% chance to inflict 15% damage reduction While equipped: Shots are used with slings to pummel your foes to death. |
thought-forged pouch of voratun shots of torment (21/21, 164% power, 6 apr)3.0 T5 shot ammo [Ego+] Psionic Power 165% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Rld cld 6 Ranged+ +25 mind +15 darkness On Hit: * 29% chance to cause random gloom * 20% chance to torment the target Shots are used with slings to pummel your foes to death. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +0 Mag +0 Wil +0 Cun +4 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Devouring Flame: Level 3.0 Pwr.cost 34 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 40.24 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Alineg the voratun plate armour (9 def, 24 armour)17.0 T5 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +0 Dex +0 Mag +4 Wil +9 Cun +4 Con ----- def ----- Armour +24 Defense +9 (+3 eff.) Fatigue +26% Resists +23% acid +27% physical +27% lightning +25% fire +12% mind +23% cold Crit.dmg- 15.00% Mind.save +20 (+5 eff.) Poison- +10% Disease- +10% Disarm- +40% Stun/Frz- +40% Knockbk- +37% ---------- misc Light +3 Cooldown Rush -5 A suit of armour made of metal plates. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Fatigue +0% ---------- misc Max.enc +0 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. |
drakeskin leather belt 'Armidelach'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Armour +13 Defense +14 (+5 eff.) Resists +9% acid +22% fire +8% lightning +19% cold Phys.save +25 (+8 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.hate +6.00 Max.psi +30.00 Light +1 Telepathy Humanoid/Orc A belt that goes around your waist. |
drakeskin leather belt 'Koreduchik'1.0 T5 belt armor [Rare] Master While equipped: Stats +10 Str +4 Wil ----- def ----- Resists +15% fire +15% cold ---------- misc Infravis +3 Telepathy All A belt that goes around your waist. |
Isowe the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +7 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +0% lightning +3% physical Die.at -60.00 life Max.HP +31.00 Pinning- +10% Stun/Frz- +20% Knockbk- +10% 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 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 7 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 56 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 50% 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. |
Emelowe the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +25% darkness Res.pen +20% darkness ----- def ----- Defense +3 (+1 eff.) Resists +9% temporal +9% light +9% nature +5% arcane +23% darkness Stealth +19 Blind- +25% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 34 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Chamegotar (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +2% physical +8% fire +3% darkness +5% cold HP.reg +3.10 Heal.mod +20% Poison- +5% Pinning- +10% ---------- misc Stam/turn +0.50 Max.stam +21.00 A pair of boots made of leather. |
Aruwyn (0 def, 9 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Wil +3 Cun ----- def ----- Armour +9 Fatigue +5% Resists +22% lightning +15% temporal Phys.save +6 (+2 eff.) Poison- +15% Disease- +5% Pinning- +5% Disengage: Puts all charms on 11 cooldown Level 1.0 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Isawyn the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +14% lightning +14% temporal +2% physical Phys.save +15 (+5 eff.) Spell.save +18 (+6 eff.) Die.at -85.00 life Blind- +30% Silence- +25% Pinning- +0% Stun/Frz- +20% Knockbk- +0% Teleport- +0% A pair of boots made of leather. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (134 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (225 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 13 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. |
Cyretta (9 def, 5 armour)3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Mag +3 Wil +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Mov.spd +10% Res.pen +25% arcane +14% physical ----- def ----- Armour +5 Defense +9 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue -6% Resists +10% blight Max.HP +60.00 ---------- misc Stam/turn +0.80 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was hardened by the digestive sack. |
Elyriata (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +9 (+2 eff.) Acc +22 (+4 eff.) Apr +8 ----- def ----- Armour +2 Resists +8% blight +3% nature Spell.save +13 (+5 eff.) Mind.save +18 (+5 eff.) Die.at -40.00 life HP.reg +3.10 Blind- +20% ---------- misc Stam/turn +0.80 Psi/turn +0.22 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
Unrerak the voratun gauntlets (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Master While equipped: Stats +15 Dex +10 Cun +1 Con dps ---------- Phys.crit +20.0% Spell.crit +20% Mind.crit +20% Crit.mult +15.00% Res.pen +15% blight Acc +32 (+6 eff.) Apr +15 ----- def ----- Armour +3 Resists +6% blight ---------- misc See.Invis +3 Telepathy Dragon Steady Shot: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
defender's drakeskin leather hat of precognition (17 def, 13 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +5 Cun dps ---------- Acc +7 (+1 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 Defense +17 (+6 eff.) Fatigue +5% Resists +3% all Phys.save +13 (+5 eff.) A hat made of leather. Very stylish. |
Festeronslaught (3 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% acid +21% lightning +10% fire +15% arcane +15% cold On Hit (Melee): * Slows global speed by 39% ----- def ----- Defense +3 (+1 eff.) Resists +15% mind Phys.save +48 (+14 eff.) Spell.save +30 (+10 eff.) Mind.save +30 (+7 eff.) Disease- +15% Cut- +20% Stun/Frz- +25% Teleport- +10% A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Phlegmtyphoon' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +15 Dex +7 Wil +5 Cun dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +9% acid +9% nature Res.pen +15% acid +5% nature Apr +7 Melee Ret 4 acid ----- def ----- Armour +5 Fatigue +5% Resists +3% acid +11% physical +15% nature Phys.save +15 (+5 eff.) A cap made of leather. |
Gleampython the voratun helm (0 def, 5 armour)3.0 T5 head armor [Rare] Master While equipped: Stats +6 Str +2 Mag +4 Cun +6 Con dps ---------- On Hit (Melee): * 39% chance to blind ----- def ----- Armour +5 Fatigue +5% Crit.dmg- 15.00% Phys.save +13 (+5 eff.) Mind.save +15 (+4 eff.) ---------- misc Telepathy Demon/Minor Demon/Major All Battle Cry: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Unlightmalice' (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +0 Cun dps ---------- Acc +0 (+0 eff.) Melee Ret 4 darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +5 Fatigue +5% Resists +11% lightning +11% temporal +20% mind +18% acid Phys.save +20 (+7 eff.) Mind.save +27 (+7 eff.) Confus- +36% ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
16 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. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
23 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. |
12 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. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
14 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. |
15 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. |
15 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. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 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. |
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. |
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. |
2157 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. |
65 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Glaremalice the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +3.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +3% mind +0% light Res.pen +5% mind Melee Ret 4 mind ----- def ----- Resists +12% mind Mind.save +5 (+2 eff.) Max.HP +52.00 ---------- misc Light +4 See.Stealth +8 See.Invis +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Turyrand'1.0 T3 lite [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Acc +18 (+3 eff.) ----- def ----- Die.at -80.00 life HP.reg +0.40 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Stormtouch the dwarven lantern1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +1 Cun +4 Con dps ---------- Dmg.mod +9% lightning +3% temporal Res.pen +10% lightning On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +14% blight HP.reg +6.50 ---------- misc Light +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Silibrewyn'1.0 T5 lite [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Mind.crit +2% Res.pen +25% physical Apr +3 Melee Ret 8 acid ----- def ----- Armour +6 ---------- misc Equi/ret +0.20 Max.stam +10.00 Light +9 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. |
steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+1 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +28% Undead +28% Demon +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
amazing fungal web0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
perfect explosive shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lens0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal plating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliser0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 55] amazing fiery salve [power 55]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 228% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (55% fire, light and lightning affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 55] amazing frost salve [power 55]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 228% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (55% cold, darkness and nature affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 785] amazing healing salve [power 785]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 228% efficiency and 54% cooldown modifier. Heal 785 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing pain suppressor salve [power 687] amazing pain suppressor salve [power 687]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 228% efficiency and 54% cooldown modifier. Let you fight up to -687 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 7 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 218] amazing unstoppable force salve [power 218]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 228% efficiency and 54% cooldown modifier. Increases all saves by 218 and healing factor by half Puts Talent Medical Injector on 13 cooldown Activation is instant. Medical salve. |
amazing water salve [power 55] amazing water salve [power 55]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 228% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (55% blight, mind and acid affinity). Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe 'Adimira' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Apr +6 ----- def ----- Resists +3% nature +6% blight Cut- +15% Silence- +5% Disarm- +20% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Arthiradig the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex ----- def ----- Resists +6% temporal +12% cold Spell.save +42 (+14 eff.) Die.at -80.00 life Stun/Frz- +25% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Morningmaster (dig speed 13 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Con dps ---------- Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Apr +6 ----- def ----- Resists +3% mind +15% light Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +58.00 ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Relgimas (dig speed 24 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +17 Str +5 Mag +4 Con dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) Dmg.mod +9% mind ----- def ----- Resists +18% temporal Crit.dmg- 19.00% ---------- misc Light +1 See.Invis +15 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 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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 138 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Radhiyastir the Charpain [power 173] (14 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Wil dps ---------- S.pwr/crit +8 Dmg.mod +15% arcane ----- def ----- Resists +15% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.08 Max.mana +60.00 Wards +3 physical +5 mind +5 darkness Talents +4 Telekinetic Blast +5 Silence +1 Ward Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
Dairigar the elven-wood totem of thorny skin [power 69] (14 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +6 Con dps ---------- Res.pen +15% mind +20% physical Acc +8 (+1 eff.) ----- def ----- Armour +4 Die.at -80.00 life ---------- misc Psi/ret +0.12 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 14 cooldown 100% to regenerate 11 stamina. 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 (+3 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 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 24 power out of 35/35 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 Congun the Cornac Gunslinger level 39
19th Regrowth 123rd year of Ascendancy at 23:12 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Congun the Cornac Gunslinger level 50
25th Dusk 123rd year of Ascendancy at 01:18 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Congun the Cornac Gunslinger level 39
18th Regrowth 123rd year of Ascendancy at 08:57 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Congun the Cornac Gunslinger level 27
63rd Haze 122nd year of Ascendancy at 21:42 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Congun the Cornac Gunslinger level 50
48th Dusk 123rd year of Ascendancy at 20:31 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Congun the Cornac Gunslinger level 50
47th Pyre 123rd year of Ascendancy at 09:37 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Congun the Cornac Gunslinger level 45
57th Regrowth 123rd year of Ascendancy at 08:10 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Congun the Cornac Gunslinger level 50
56th Dusk 123rd year of Ascendancy at 14:32 see stats
Catch that Plumpkin! (Insane (Adventure) difficulty)
Finish the Plumpkin event.By Congun the Cornac Gunslinger level 50
67th Pyre 123rd year of Ascendancy at 14:33 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Congun the Cornac Gunslinger level 46
1st Pyre 123rd year of Ascendancy at 09:28 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Congun the Cornac Gunslinger level 18
32nd Dusk 122nd year of Ascendancy at 04:23 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Congun the Cornac Gunslinger level 43
53rd Regrowth 123rd year of Ascendancy at 12:41 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Congun the Cornac Gunslinger level 37
14th Regrowth 123rd year of Ascendancy at 16:47 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Congun the Cornac Gunslinger level 50
61st Dusk 123rd year of Ascendancy at 13:04 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Congun the Cornac Gunslinger level 23
51st Haze 122nd year of Ascendancy at 10:54 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Congun the Cornac Gunslinger level 29
68th Haze 122nd year of Ascendancy at 09:57 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Congun the Cornac Gunslinger level 50
59th Dusk 123rd year of Ascendancy at 16:59 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Congun the Cornac Gunslinger level 50
39th Dusk 123rd year of Ascendancy at 17:35 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Congun the Cornac Gunslinger level 41
48th Regrowth 123rd year of Ascendancy at 09:23 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 Congun the Cornac Gunslinger level 27
55th Haze 122nd year of Ascendancy at 12:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Congun the Cornac Gunslinger level 10
8th Flare 122nd year of Ascendancy at 01:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Congun the Cornac Gunslinger level 20
41st Haze 122nd year of Ascendancy at 10:49 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Congun the Cornac Gunslinger level 30
69th Haze 122nd year of Ascendancy at 21:25 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Congun the Cornac Gunslinger level 40
30th Regrowth 123rd year of Ascendancy at 13:48 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Congun the Cornac Gunslinger level 50
31st Pyre 123rd year of Ascendancy at 03:42 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Congun the Cornac Gunslinger level 50
37th Dusk 123rd year of Ascendancy at 16:03 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Congun the Cornac Gunslinger level 19
43rd Dusk 122nd year of Ascendancy at 18:40 see stats
Portal destroyer (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed one invocation portal.By Congun the Cornac Gunslinger level 50
61st Dusk 123rd year of Ascendancy at 13:04 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Congun the Cornac Gunslinger level 50
19th Dusk 123rd year of Ascendancy at 19:01 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Congun the Cornac Gunslinger level 38
16th Regrowth 123rd year of Ascendancy at 01:50 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Congun the Cornac Gunslinger level 23
50th Haze 122nd year of Ascendancy at 23:48 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Congun the Cornac Gunslinger level 44
54th Regrowth 123rd year of Ascendancy at 13:10 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Congun the Cornac Gunslinger level 50
57th Dusk 123rd year of Ascendancy at 05:19 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Congun the Cornac Gunslinger level 12
10th Flare 122nd year of Ascendancy at 07:25 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Congun the Cornac Gunslinger level 50
37th Dusk 123rd year of Ascendancy at 18:08 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Congun the Cornac Gunslinger level 50
61st Dusk 123rd year of Ascendancy at 13:04 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Congun the Cornac Gunslinger level 46
80th Regrowth 123rd year of Ascendancy at 08:39 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Congun the Cornac Gunslinger level 9
5th Mirth 122nd year of Ascendancy at 15:44 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Congun the Cornac Gunslinger level 47
9th Pyre 123rd year of Ascendancy at 06:36 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Congun the Cornac Gunslinger level 26
53rd Haze 122nd year of Ascendancy at 23:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Congun the Cornac Gunslinger level 16
20th Dusk 122nd year of Ascendancy at 16:23 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Congun the Cornac Gunslinger level 38
17th Regrowth 123rd year of Ascendancy at 17:52 see stats
Log
--------------------------------
Today is the 67th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:05.
--------------------------------
Congun wears (replacing reinforced leather armour 'Prismwish' (18 def, 17 armour) ): Plate of the Blackened Mind (15 def, 40 armour).
You detach perfect ablative armour from your reinforced leather armour 'Prismwish' (18 def, 7 armour).
You attach perfect ablative armour to your Plate of the Blackened Mind (15 def, 50 armour) .
--------------------------------
You transfer reinforced leather armour 'Prismwish' (18 def, 7 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Congun deactivates Agile Gunner.
Congun deactivates Elemental Harmony.
Congun tessellates her cloak!
Congun deactivates Embedded Restoration Systems.
Congun deactivates her cloak's restoration systems.
Congun deactivates Antimagic Shield.












































































































































































