











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Items Vault 1.5.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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: 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 Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 50 / 488% |
| Size | big |
| Lifes / Deaths | Killed by Cultist at level 13 on the 60th Dusk 122nd year of Ascendancy at 04:08 5 / 3Killed by Rantha the Worm at level 19 on the 68th Haze 122nd year of Ascendancy at 19:18 Killed by overpowered greater multi-hued wyrm at level 33 on the 37th Dusk 123rd year of Ascendancy at 14:57 |
Primary Stats
| Strength | 124 (base 66) |
| Dexterity | 78 (base 11) |
| Constitution | 103 (base 60) |
| Magic | 91 (base 60) |
| Willpower | 55 (base 25) |
| Cunning | 127 (base 27) |
Resources
| Life | 2184/2184 |
| Insanity | 28/100 |
| Equilibrium | 0 |
| Vim | 266/266 |
| Healing Factor | 2.390989010989 |
| Regeneration | 47.222032967032 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +79.54510541169% |
| Spell | 0% |
| Global | +125% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 24 |
| See Stealth | 108.75302413104 |
| See Invisible | 100.75302413104 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 253 |
| Accuracy | 114 |
| Crit Chance | 83% |
| APR | 122 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Mind | +16% |
| Darkness | +54% |
| Blight | +33% |
| Physical | +17% |
| Fire | +18% |
| All | +9% |
Offense: Damage Penetration
| Darkness | +26% |
| Physical | +14% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 108 (100%) |
| Defense | 50 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 112 |
| Spell Save | 72 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Cold | + 69%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 53%( 70%) |
| Mind | + 48%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 15% |
| Blind Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 738 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 798 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 55%, your defense is increased by 55 and all your resistances by 55%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 799 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 82.52 physical damage and 153.76 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Demented / Path of horror | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Vile life | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 0/21 |
| 0/35 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Discord |
| talent | Chaos Orbs |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Cultist. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lost anorithil from death by Rakzor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost anorithil from death by Rakzor. Escort: lost anorithil (level 4 of Old Forest) | failed |
You failed to protect the lost tinker from death by Rakzor. Escort: lost tinker (level 7 of Dreadfell) | failed |
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 Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Rakzor. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Rakzor. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 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 unlocked the hall of reflections. * 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: 1020. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Poreriavea the pair of voratun boots (16 def, 23 armour)3.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Str +5 Cun +17 Con dps ---------- Phys.crit +29.0% Phys.pwr +30 (+5 eff.) Mov.spd +10% Dmg.mod +3% acid Res.pen +14% physical Apr +49 Melee Ret 8 physical ----- def ----- Armour +23 Defense +16 (+5 eff.) Rng.Def +22 (+5 eff.) Fatigue -16% Resists +3% blight +23% fire +27% cold Phys.save +84 (+13 eff.) Spell.save +29 (+8 eff.) Mind.save +50 (+10 eff.) Max.HP +60.00 HP.reg +4.70 Heal.mod +44% Poison- +15% Confus- +20% ---------- misc Max.enc +50 Stam/turn +0.80 Infravis +6 On Nature Hit: 5% Poisonous Spores 3 Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
| Quiver | Mayomina the quiver of elven-wood arrows (19/19, 60-84 power, 14 apr)3.0 T4 arrow ammo [Random Unique] Arcane/Master Power 60.0 - 84.0 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 19 Ranged+ +8 acid +24 blight +12 mind On Hit.r1 +4 acid +33 fire +8 mind On Hit: 10% Epidemic 4 On Hit: * 20% chance to cause random gloom * 63% chance to disease Arrows are used with bows to pierce your foes to death. |
| Light source | Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| Tool | Jetstrike the dragonbone totem of thorny skin [power 78] (18 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% darkness +9% fire Melee Ret 16 darkness ----- def ----- Resists +3% darkness +6% fire ---------- misc Wards +4 acid +3 nature +4 light Talents +1 Ward +2 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 78 and armour hardiness by 70% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+7 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | Dimwend of the Blightspawn0.1 T4 ring jewelry [Random Unique] Arcane While equipped: Stats +11 Mag +6 Wil +5 Cun dps ---------- Spell.crit +1% Spell.pwr +22 (+5 eff.) S.pwr/crit +4 Dmg.mod +6% blight On Melee Ret: * 35% chance to disease * 28% chance to inflict 15% damage reduction ----- def ----- Spell.save +20 (+5 eff.) Blind- +40% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Infravis +5 See.Stealth +21 See.Invis +13 Rings can have magical properties. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Butcher (48-67.2 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+3 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
| On hands | Obsidianminister the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +22 Str +39 Dex +2 Mag +4 Wil +34 Cun +18 Con +2 Lck dps ---------- Phys.pwr +28 (+4 eff.) Mind.pwr +6 (+2 eff.) Melee+ 38 mind 27 darkness 20 light Dmg.mod +7% mind Res.pen +10% darkness Acc +92 (+14 eff.) Apr +32 On Hit (Melee): * Slows global speed by 30% * 19% chance to cause random gloom ----- def ----- Armour +2 Resists +9% acid +8% mind +21% darkness Crit.dmg- 20.00% Phys.save +96 (+14 eff.) Spell.save +22 (+6 eff.) Mind.save +21 (+5 eff.) HP.reg +13.40 Heal.mod +30% Disarm- +188% ---------- misc Stam/turn +3.80 Psi/turn +0.80 Max.stam +25.00 Infravis +6 Cooldown Double Strike -2 Masteries +0.20 Technique/Grappling Steady Shot: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal 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. This item has been sent to the Item's Vault. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+2 eff.) Mind.save +25 (+5 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 14 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 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. |
| Cloak | linen cloak 'Glorowen' (21 def, 19 armour)2.0 T1 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +6 Wil +12 Cun dps ---------- Mind.crit +10% Crit.mult +14.00% Mind.pwr +4 (+1 eff.) Mov.spd +10% Melee+ 8 acid Dmg.mod +6% acid +18% darkness +2% all Res.pen +16% darkness Acc +96 (+14 eff.) Apr +22 Melee Ret 12 mind ----- def ----- Armour +19 Defense +21 (+7 eff.) Fatigue -21% Resists +6% acid +13% light +28% darkness +19% fire +18% blight +33% cold +24% nature +12% lightning Crit.dmg- 20.00% Phys.save +34 (+5 eff.) Spell.save +13 (+4 eff.) Mind.save +27 (+6 eff.) Stealth +30 Die.at -100.00 life Max.HP +250.00 HP.reg +1.40 Heal.mod +14% ---------- misc Equi/ret +0.04 Max.stam +62.00 Max.psi +30.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+2 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
healing infusion of the titan (heal 335)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 335 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 27%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (27 cold damage; freeze 3 turns with power 15)0.1 T2 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 27.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (370.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 403.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +13% darkness Blind- +22% Amulets can have magical properties. |
Stokeglamour0.1 T3 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +8 Dex +9 Cun +21 Con dps ---------- Mind.crit +1% Crit.mult +16.00% Phys.pwr +16 (+2 eff.) Mov.spd +10% Phys.spd +20% Melee+ 4 mind 4 fire Dmg.mod +16% physical +3% fire Res.pen +10% mind Acc +8 (+2 eff.) Apr +16 ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue -8% Resists +21% lightning +6% temporal +28% blight +3% arcane +43% mind +22% nature Res.Cap +5% all Phys.save +78 (+12 eff.) Spell.save +18 (+5 eff.) Mind.save +22 (+5 eff.) Max.HP +165.00 HP.reg +6.80 Heal.mod +19% Heal/summ +10 Blind- +28% Poison- +38% Disease- +38% Cut- +70% Confus- +76% Stun/Frz- +38% ---------- misc Stam/turn +1.10 Psi/ret +0.08 Hate/m.crit +2.00 Infravis +7 Sight +2 See.Invis +11 On Nature Hit: 5% Mana Clash 2 Heal: Puts all charms on 31 cooldown Level 1.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 232 life. The life healed will increase with your Mindpower. Amulets can have magical properties. This item has been sent to the Item's Vault. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
rogue's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +6 (+2 eff.) Resists +20% lightning Rings can have magical properties. |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Confus- +20% Rings can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+1 eff.) Rings can have magical properties. |
marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +8 See.Invis +5 Rings can have magical properties. |
mule's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +7 (+1 eff.) Confus- +20% ---------- misc Max.enc +20 Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+2 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 23 light Ranged+ 33 light Dmg.mod +11% light On Hit (Melee): * 20% chance to blind On Hit (Ranged): * 16% chance to blind ----- def ----- Armour +2 Resists +17% acid +22% light +20% lightning +19% fire +12% mind +15% cold Mind.save +9 (+2 eff.) Poison- +10% Teleport- +5% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Rings can have magical properties. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Resists +0% all Phys.save -30 (-5 eff.) Spell.save -30 (-7 eff.) Mind.save -30 (-8 eff.) ---------- misc Talents +1 Flexible Combat You have set the ring to grant you LIGHT_GREENLASTLIGHT_GREENWHITEANTIQUE_WHITE |
painweaver's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +7 (+2 eff.) Melee+ 8 bleed Ranged+ 13 bleed Dmg.mod +6% all On Hit (Melee): * 17% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
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 (+4 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 27 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. |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 201.05 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
greater elven-wood magestaff of channeling (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +30 (+7 eff.) Dmg.mod +25% lightning +25% cold +25% arcane +25% fire ---------- misc Mana/turn +0.18 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 27 cooldown Staves designed for wielders of magic, by the greats of the art. |
Phoenixdash the dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +13% Mind.crit +1% Crit.mult +26.00% Phys.pwr +8 (+1 eff.) Spell.pwr +26 (+6 eff.) Dmg.mod +30% darkness Res.pen +10% mind Acc +15 (+3 eff.) Melee Ret 8 fire On Hit (Melee): * 11% chance to disease ---------- misc Vim/s.crit +5.00 Max.vim +24.00 Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 10) dealing 120.05 to 144.06 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 200% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+10 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 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 176 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." |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 232.90 fire damage, and flames will be left dealing a further 54.37 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
iron longsword (13-18.2 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword 'Goregamnir' (12-16.8 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 12.0 - 16.8 Mind Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +10 insidious poison While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +9% acid +3% physical Silence- +5% Sharp, long, and deadly. |
Acera (33-46.2 power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 46 acid damage in a 4 radius ball. This damage will increase by 33% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Sword of Potential Futures (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 70% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
warbringer's dwarven-steel longsword (22.5-31.5 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 22.5 - 31.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +8% physical ----- def ----- Disarm- +12% Sharp, long, and deadly. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Physical Uses 75% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 280.13 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 31 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Thunderfall (50-70 power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 53 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
truestriking iron waraxe of phasing (12-16.8 power, 8 apr)3.0 T1 waraxe 1H weapon [Ego+] Arcane/Master Power 12.0 - 16.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +3.5% Atk.spd 100% Phasing +11% While equipped: dps ---------- Res.pen +6% physical Acc +6 (+1 eff.) Apr +5 One-handed war axes. |
Life Drinker (42-54.6 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 105% Mag, 35% Str Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 36 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 17.32 acid and 19.52 blight damage. If not cleared after five turns it will inflict 110.85 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Storm Fury4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+3 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Nithan's Force4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 15 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 50% Mag, 70% Str Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 50% Dex, 50% Mag, 70% Str Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 45-63 power, 30 apr)3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 60% Mag, 50% Str Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Star Shot (20/20, 32-38.4 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
plaguebringer's pouch of stralite shots of accuracy (21/21, 44-52.8 power, 5 apr)3.0 T4 shot ammo [Ego+] Arcane/Master Power 44.0 - 52.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Acc +9 Apr +5 Crit +5.5% Capacity 21 Ranged+ +13 blight On Hit: 10% Epidemic 4 On Hit: * 11% chance to disease Shots are used with slings to pummel your foes to death. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 172.84 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
Issuromihell the stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +4 Mag +3 Wil +9 Cun ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +14% darkness +5% physical +3% light +6% fire Mind.save +15 (+3 eff.) Max.HP +44.00 HP.reg +2.30 Heal.mod +17% ---------- misc Light +2 Track: Puts all charms on 27 cooldown Level 2.4 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
fortifying stralite mail armour of the deep (4 def, 11 armour)14.0 T4 heavy armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +16% Resists +12% acid +7% cold Max.HP +33.00 ---------- misc Breathe water A suit of armour made of mail. |
Morningoblivion the voratun mail armour (20 def, 18 armour)14.0 T5 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +14 Cun +8 Wil dps ---------- Dmg.mod +3% light +12% nature Res.pen +25% light ----- def ----- Armour +18 Defense +20 (+6 eff.) Fatigue +16% Mind.save +48 (+10 eff.) Max.HP +75.00 HP.reg +3.90 Heal.mod +28% ---------- misc Light +3 A suit of armour made of mail. |
enlightening steel plate armour of Eyal (4 def, 9 armour)17.0 T2 massive armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Mind.save +12 (+3 eff.) Max.HP +56.00 HP.reg +1.60 Heal.mod +11% A suit of armour made of metal plates. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +50 Defense +40 (+12 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+5 eff.) Spell.save +35 (+9 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
spiritwalker's rough leather belt1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +1 Mag ---------- misc Mana/turn +0.14 Max.mana +22.00 A belt that goes around your waist. |
Unrerab the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +10% physical Apr +5 ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 44 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak 'Sulfurwither' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +10% nature Melee Ret 12 acid On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+0 eff.) Resists +12% nature +9% acid Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 379.32 cold damage and condensing the air into freezing vapors that deal 126.44 cold damage (based on Magic) each turn for 10 turns. Uses 27 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Dagahell the pair of iron boots (0 def, 8 armour)3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +8 Fatigue +2% Resists +6% nature +3% acid Cut- +15% Stun/Frz- +20% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightninggasher the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% mind Res.pen +25% mind +10% lightning ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning Phys.save +7 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Bethiramira the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +10% blight Acc +6 (+1 eff.) ----- def ----- Armour +1 Resists +5% arcane Phys.save +5 (+0 eff.) Mind.save +5 (+1 eff.) Disarm- +21% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 8 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +7% cold Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 36 cooldown Level 3.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 59%, and attempts to push all creatures other than yourself out of its radius, inflicting 12.93 light damage and 18.27 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Islimiwe the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold Res.pen +10% physical Apr +1 ----- def ----- Defense +2 (+0 eff.) Resists +15% fire +15% cold Die.at -40.00 life Max.HP +20.00 Heal.mod +20% A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +6 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Defense +2 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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. A pointy cloth hat, very wizardly... |
bladed iron helm of might (0 def, 3 armour)3.0 T1 head armor [Ego++] Master While equipped: Stats +4 Str +2 Con dps ---------- Phys.pwr +4 (+0 eff.) Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 564.3 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +5% Mind.crit +2% Dmg.mod +29% blight +14% arcane Melee Ret 10 vim draining blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% darkness ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 22 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 24%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+1 eff.) Heal.mod +11% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Goseth1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +7% darkness +21% mind ----- def ----- Resists +8% light Affinity +5% darkness Max.HP +40.00 ---------- misc Light +3 Infravis +2 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 278.24 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (112 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+1 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 27 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 293.14 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.4 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 141% of the healing done. This effect scales with your Magic stat.. Uses 66 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+2 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 84 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
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 View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Rakzor the Ogre Writhing One level 45
18th Regrowth 124th year of Ascendancy at 17:58 see stats
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Rakzor the Ogre Writhing One level 30
5th Flare 123rd year of Ascendancy at 09:25 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rakzor the Ogre Writhing One level 15
48th Haze 122nd year of Ascendancy at 14:46 see stats
Against all odds
Killed Ukruk in the ambush.By Rakzor the Ogre Writhing One level 29
29th Pyre 123rd year of Ascendancy at 12:50 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Rakzor the Ogre Writhing One level 29
31st Pyre 123rd year of Ascendancy at 18:32 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rakzor the Ogre Writhing One level 33
37th Dusk 123rd year of Ascendancy at 14:54 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Rakzor the Ogre Writhing One level 41
49th Haze 123rd year of Ascendancy at 14:21 see stats
Bookception!
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Rakzor the Ogre Writhing One level 46
19th Regrowth 124th year of Ascendancy at 13:29 see stats
Brave new world
Went to the Far East and took part in the war.By Rakzor the Ogre Writhing One level 33
34th Dusk 123rd year of Ascendancy at 00:10 see stats
Bringer of Doom
Killed a Bringer of Doom.By Rakzor the Ogre Writhing One level 29
31st Pyre 123rd year of Ascendancy at 17:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Rakzor the Ogre Writhing One level 10
4th Flare 122nd year of Ascendancy at 00:12 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Rakzor the Ogre Writhing One level 32
31st Dusk 123rd year of Ascendancy at 09:42 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Rakzor the Ogre Writhing One level 43
2nd Wintertide 124th year of Ascendancy at 04:02 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Rakzor the Ogre Writhing One level 50
31st Regrowth 124th year of Ascendancy at 16:58 see stats
Exterminator
Killed 1000 creatures.By Rakzor the Ogre Writhing One level 18
68th Haze 122nd year of Ascendancy at 01:00 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rakzor the Ogre Writhing One level 15
48th Haze 122nd year of Ascendancy at 13:27 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Rakzor the Ogre Writhing One level 35
37th Dusk 123rd year of Ascendancy at 21:14 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Rakzor the Ogre Writhing One level 30
36th Pyre 123rd year of Ascendancy at 17:19 see stats
Level 10
Got a character to level 10.By Rakzor the Ogre Writhing One level 10
4th Flare 122nd year of Ascendancy at 00:12 see stats
Level 20
Got a character to level 20.By Rakzor the Ogre Writhing One level 20
5th Decay 122nd year of Ascendancy at 17:35 see stats
Level 30
Got a character to level 30.By Rakzor the Ogre Writhing One level 30
31st Pyre 123rd year of Ascendancy at 19:14 see stats
Level 40
Got a character to level 40.By Rakzor the Ogre Writhing One level 40
44th Haze 123rd year of Ascendancy at 21:46 see stats
Level 50
Got a character to level 50.By Rakzor the Ogre Writhing One level 50
31st Regrowth 124th year of Ascendancy at 16:40 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Rakzor the Ogre Writhing One level 31
12nd Dusk 123rd year of Ascendancy at 22:18 see stats
Orcrist
Killed the leaders of the Orc Pride.By Rakzor the Ogre Writhing One level 45
4th Allure 124th year of Ascendancy at 00:40 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Rakzor the Ogre Writhing One level 42
67th Haze 123rd year of Ascendancy at 12:15 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Rakzor the Ogre Writhing One level 20
58th Regrowth 123rd year of Ascendancy at 06:42 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Rakzor the Ogre Writhing One level 40
46th Haze 123rd year of Ascendancy at 12:14 see stats
Size is everything
Did over 1500 damage in one attack.By Rakzor the Ogre Writhing One level 31
12nd Dusk 123rd year of Ascendancy at 23:34 see stats
Size matters
Did over 600 damage in one attack.By Rakzor the Ogre Writhing One level 22
3rd Pyre 123rd year of Ascendancy at 13:36 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Rakzor the Ogre Writhing One level 33
31st Dusk 123rd year of Ascendancy at 09:54 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Rakzor the Ogre Writhing One level 31
14th Dusk 123rd year of Ascendancy at 04:26 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Rakzor the Ogre Writhing One level 50
31st Regrowth 124th year of Ascendancy at 16:56 see stats
The Arena
Unlocked Arena mode.By Rakzor the Ogre Writhing One level 9
7th Mirth 122nd year of Ascendancy at 06:16 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Rakzor the Ogre Writhing One level 15
48th Haze 122nd year of Ascendancy at 14:46 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rakzor the Ogre Writhing One level 21
68th Regrowth 123rd year of Ascendancy at 02:44 see stats
The Sun Still Shines
Aeryn survived the last battle.By Rakzor the Ogre Writhing One level 50
31st Regrowth 124th year of Ascendancy at 16:58 see stats
The bigger the better!
Did over 3000 damage in one attack.By Rakzor the Ogre Writhing One level 43
80th Haze 123rd year of Ascendancy at 06:21 see stats
The secret city
Discovered the truth about mages.By Rakzor the Ogre Writhing One level 13
67th Dusk 122nd year of Ascendancy at 18:11 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Rakzor the Ogre Writhing One level 37
55th Dusk 123rd year of Ascendancy at 14:02 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Rakzor the Ogre Writhing One level 20
67th Regrowth 123rd year of Ascendancy at 16:34 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Rakzor the Ogre Writhing One level 28
29th Pyre 123rd year of Ascendancy at 01:45 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Rakzor the Ogre Writhing One level 17
66th Haze 122nd year of Ascendancy at 07:11 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Rakzor the Ogre Writhing One level 28
29th Pyre 123rd year of Ascendancy at 10:09 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Rakzor the Ogre Writhing One level 45
19th Regrowth 124th year of Ascendancy at 00:22 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Rakzor picks up ( .): polar dwarven-steel gauntlets of strength (+4) (0 def, 2 armour).
Rakzor picks up ( .): cashmere wizard hat of the Brotherhood (2 def, 0 armour).
Rakzor picks up (R.): plaguebringer's pouch of stralite shots of accuracy (21/21, 44-52.8 power, 5 apr).
Rakzor picks up (2.): Wind's Whisper (4 def, 0 armour).
Rakzor picks up (y.): greater elven-wood magestaff of channeling (25-30 power, 5 apr, cold element).
Lore found: Wind's Whisper
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 8 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Worm that walks (servant of Rakzor) no longer seems to be in sync with his ally.
Rakzor no longer seems to be in sync with his ally.
There is a previous level here (press '' or right click to use).
Ran for 40 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Rakzor wears: Dimwend of the Blightspawn.
Rakzor deactivates Elemental Discord.
Rakzor deactivates Chaos Orbs.
Worm that walks (servant of Rakzor) deactivates Ruin.
Worm that walks (servant of Rakzor) deactivates Worm that Walks Link.
Worm that walks (servant of Rakzor) deactivates Infestation.
















































































































































