












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. 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:
Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. 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 Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 50 / 2365% |
| Size | huge |
| Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 79th Pyre 124th year of Ascendancy at 06:49 / 2Killed by Atamathon the Giant Golem at level 50 on the 79th Pyre 124th year of Ascendancy at 07:02 |
Primary Stats
| Strength | 68 (base 38) |
| Dexterity | 45 (base 10) |
| Constitution | 29 (base 13) |
| Magic | 104 (base 63) |
| Willpower | 105 (base 60) |
| Cunning | 91 (base 60) |
Resources
| Mana | 929/929 |
| Life | -394/1672 |
| Paradox | 310 |
| Insanity | 96/100 |
| Psi | 195/195 |
| Vim | 293/311 |
| Positive | 196/197 |
| Stamina | 464/464 |
| Steam | 100/100 |
| Healing Factor | 1.813216080402 |
| Regeneration | 14.777711055276 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +34% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 191 |
| Accuracy | 72 |
| Crit Chance | 67% |
| APR | 42 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 41% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +16% |
| Acid | +13% |
| Light | +13% |
| Temporal | +10% |
| Blight | +16% |
| Physical | +31% |
| Fire | +22% |
| All | +7% |
Offense: Damage Penetration
| Blight | +10% |
| Nature | +20% |
| Temporal | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 101 (87.462686567164%) |
| Defense | 52 |
| Ranged Defense | 59 |
| Fatigue | 26 |
| Physical Save | 38 |
| Spell Save | 60 |
| Mental Save | 74 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 27%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 36%( 70%) |
| Mind | + 44%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Teleport Resistance | 0% |
| Disarm Resistance | 100% |
| Bleed Resistance | 20% |
| Confusion Resistance | 94% |
| Pinning Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 37% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.7 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Doom shield | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Chronomancy / Spacetime Weaving | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Grinding Shield |
| talent | Osmosis Shield |
| talent | Beyond the Flesh |
| beneficial effect | You regenerate a total of 18.89 life over the duration of the effect. Osmosis Regeneration |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 training room. * 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: 1831. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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. | 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 within13 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Cloudglory (50-75 power, 25 apr) =ProjCrip=Requires: - Strength 48 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 50.0 - 75.0 Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +12.0% Armour: +10 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +9% lightning Talents granted: +3 Block +5 Farstrike Life regen: +0.60 Healing mod.: +5% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Light source | AdaseldaweInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Cun Changes resistances: +12% nature / +12% temporal Cut immunity: +10% Pinning immunity: +10% Hate when firing a critical mind attack: +4.00 Maximum life: +75.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | drakeskin leather hat 'Branidar' (0 def, 5 armour) =LifeHealConfCrit=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +3 Mag / +3 Wil / +4 Con / +15 Lck Changes resistances: +13% nature / +22% mind Changes damage: +3% temporal Reduces incoming crit damage: 15.00% Spell save: +9 (+2 eff.) Mental save: +26 (+7 eff.) Confusion immunity: +35% Maximum life: +110.00 Spell crit. chance: +8% Mental crit. chance: +8% Light radius: +7 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Healing mod.: +24% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A hat made of leather. Very stylish. This object's appearance was changed to Quasit's Skull. |
| On feet | Flareslice the pair of hardened leather boots (0 def, 10 armour) =ImmunHeal=Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects when hit in melee: * 35% chance to inflict 15% damage reduction * 35% chance to disease Changes resistances: +12% fire Changes resistances penetration: +10% blight Talent granted: +5 Rocket Boots Spell save: +3 (+1 eff.) Silence immunity: +37% Confusion immunity: +29% Stun/Freeze immunity: +35% Life regen: +3.90 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Maximum vim: +20.00 Infravision radius: +3 Healing mod.: +18% Damage Shield penetration: +40% A pair of boots made of leather. This object's appearance was changed to Cinderfeet. |
| Tool | Porigarin (dig speed 22 turns) =CD CritPwr=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +19 (+4 eff.) Armour: +4 Changes stats: +3 Str / +6 Dex Changes resistances: +6% mind / +12% acid Critical mult.: +19.00% Reduces incoming crit damage: 15.00% Cut immunity: +10% Pinning immunity: +20% Lowers spell cool-downs by: 10% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Arymina' =GloomBlindStat=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Effects on melee hit: * 13% chance to cause random gloom * 17% chance to blind Damage (Melee): 29 light / 11 bleed Effects on ranged hit: * 12% chance to cause random gloom * 12% chance to blind Damage (Ranged): 29 light / 11 bleed Changes stats: +3 Str / +6 Mag / +4 Wil / +4 Cun Critical mult.: +3.00% Vim when hit: +0.00 Vim when hitting in melee: +3.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spellpower: +8 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| On fingers | Sunspiker =SpdImmun=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +6 (+2 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +9% light Changes damage: +6% light Mental save: +7 (+2 eff.) Confusion immunity: +20% Stun/Freeze immunity: +28% Life regen: +1.90 Vim when hit: +2.00 Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
| Around neck | Ulesaregrim the voratun amulet =SpdStatDmg=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -9% Changes stats: +10 Str / +19 Dex / +6 Mag / +11 Wil / +10 Cun / +7 Con Changes damage: +6% acid / +9% physical / +9% blight Life regen: +1.50 Stamina each turn: +1.40 Vim when firing critical spell: +4.00 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
| In main hand | Razorlock (25-37.5 power, 24 apr) =Dual=Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 25.0 - 37.5 Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+4 eff.) Fatigue: +13% Talents granted: +5 Corrosive Cone +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
| On hands | Emylenor the Brightrace (3 def, 19 armour) =Dispel=Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +19 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 15 arcane / 13 physical Effects when hit in melee: * 44% chance to inflict 15% damage reduction * 41% chance to disease Changes stats: +9 Wil / +8 Mag Changes resistances: +14% arcane / +3% temporal Changes damage: +15% fire / +9% physical Talent granted: +5 Iron Grip Mental save: +13 (+4 eff.) Disarm immunity: +115% Maximum life: +67.00 When used to modify unarmed attacks: Base power: 36.5 - 51.1 Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 5). Damage (Melee): +15 arcane Burst (radius 1) on hit: +4 fire / +12 physical Burst (radius 2) on crit: +13 physical It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Stralite Sand Shredder. |
| Around waist | Urthafang the Skyblur =LifeCritMultSize=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+3 eff.) Fatigue: -20% Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Wil Changes resistances: +6% cold / +9% light / +3% temporal Critical mult.: +14.00% Maximum encumbrance: +50 Spell save: +8 (+2 eff.) Mental save: +13 (+4 eff.) Maximum life: +89.00 Size category: +1 A belt that goes around your waist. |
| Cloak | Zubeyakira the Biledash (3 def, 0 armour) =SlowMultLife=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Wil Changes resistances: +30% lightning Changes resistances penetration: +20% nature Changes damage: +9% mind Critical mult.: +20.00% Physical save: +14 (+5 eff.) Mental save: +29 (+7 eff.) Stun/Freeze immunity: +50% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
| Main armor | Mayeldassra the dwarven-steel plate armour (14 def, 17 armour) =LifeHeal=Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +17 Defense: +14 (+5 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 16 physical Changes resistances penetration: +25% temporal Changes damage: +6% physical Talent granted: +5 Fiery Cleansing Maximum life: +40.00 Healing mod.: +20% A suit of armour made of metal plates. This object's appearance was changed to ???. |
Inventory
medical injector implant of the psychic (efficiency 221% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 221% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 197% / cooldown 59%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 197% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.3 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 18)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.8 steam per turn. Can be activated for an instant burst of 89 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the psychic (+24 for 12 turns, die at -1137)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 12 turns. While Heroism is active, you will only die when reaching -1137 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Invulnerability =Invuln=Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread =Blind=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
Fogtaint the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +17% light / +26% darkness Changes damage: +3% mind Talent mastery: +0.40 Spell / Air Physical save: +10 (+4 eff.) Mental save: +30 (+7 eff.) Blindness immunity: +49% Life regen: +1.30 Maximum life: +56.00 Mindpower: +4 (+1 eff.) Amulets can have magical properties. |
OlivonPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +13 Damage when hit (Melee): 12 arcane Changes stats: +1 Wil Changes resistances: +5% arcane Changes damage: +7% blight / +7% fire Critical mult.: +25.00% Mental save: +8 (+2 eff.) Confusion immunity: +12% Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Amulets can have magical properties. |
Pendant of the Sun and Moons =Conv=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+3 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 27 power out of 60/60) : Effective talent level: 3.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: 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. |
Silowen the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +7 Dex / +5 Mag / +3 Wil / +8 Cun / +9 Con Changes resistances penetration: +15% blight Changes damage: +6% temporal / +7% light / +3% blight / +8% darkness / +6% physical Blindness immunity: +29% Life regen: +1.00 Stamina each turn: +1.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: +3 Infravision radius: +9 Sight radius: +2 See invisible: +13 Movement speed: +10% Amulets can have magical properties. |
Unlightmortal of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Changes stats: +9 Str / +9 Dex / +2 Wil / +6 Cun Changes resistances: +6% light / +13% physical Changes resistances cap: +6% all Changes resistances penetration: +5% light Changes damage: +3% lightning / +9% physical Critical mult.: +6.00% Physical save: +19 (+7 eff.) Stamina each turn: +0.60 Light radius: +2 Healing mod.: +15% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Falydig'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +20 Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +6 Con Changes resistances: +5% arcane / +12% acid Critical mult.: +20.00% Physical save: +39 (+13 eff.) Spell save: +9 (+2 eff.) Stun/Freeze immunity: +5% Life regen: +7.40 Maximum life: +80.00 Amulets can have magical properties. |
voratun amulet 'Tulondur'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +7 Changes stats: +5 Dex Changes resistances: +5% physical Changes resistances penetration: +15% physical Changes damage: +14% blight / +14% fire / +9% physical Critical mult.: +27.00% Stamina each turn: +1.40 Spellpower: +14 (+4 eff.) Healing mod.: +20% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
AerebaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes resistances penetration: +20% blight Critical mult.: +20.00% Stun/Freeze immunity: +44% Life regen: +2.70 Mana when firing critical spell: +2.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +3% Light radius: +3 See invisible: +24 Damage Shield penetration: +20% Rings can have magical properties. |
BlazegashInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances penetration: +20% lightning / +20% blight Changes damage: +9% blight Spell save: +30 (+7 eff.) Life regen: +1.70 Mana each turn: +0.16 Mana when firing critical spell: +3.00 Vim when firing critical spell: +3.00 Maximum life: +79.00 Spell crit. chance: +6% Healing mod.: +26% Rings can have magical properties. |
CrackleshaperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +15 (+5 eff.) Changes resistances: +12% blight / +6% temporal / +18% lightning Changes resistances penetration: +25% lightning Physical save: +49 (+17 eff.) Poison immunity: +15% Disarm immunity: +15% Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Elevea the SingefearInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 19 bleed Damage when hit (Melee): 12 darkness / 8 fire Changes stats: +5 Cun Changes resistances penetration: +25% fire Changes damage: +21% darkness / +18% fire Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Writhing Ring of the Hunter =Prod=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-15 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-7 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold ring 'Shadowfoe' =Dark=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes resistances: +38% darkness Changes damage: +16% darkness / +24% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
steel ring 'Gilurogund'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +15 Con / +4 Wil Changes resistances: +6% acid Changes damage: +6% acid Physical save: +10 (+4 eff.) Infravision radius: +3 Rings can have magical properties. |
voratun ring 'Smolderstreak' =EncStat=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to disease Changes stats: +10 Str / +18 Con Changes resistances: +3% blight Changes resistances penetration: +15% blight / +25% fire Changes damage: +9% fire Maximum encumbrance: +40 Physical save: +20 (+7 eff.) Vim when hitting in melee: +0.00 Rings can have magical properties. |
living mindstar 'Xyyamira' (15.5-17.05 power, 40 apr, nature damage) =Burrow=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. This natural fire should be returned to the wyrm. This natural sand should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Damage when hit (Melee): 14 physical / 18 fire Changes stats: +4 Cun / +3 Wil Changes resistances: +6% temporal / +12% fire / +19% physical Changes resistances penetration: +13% fire / +19% physical Changes damage: +17% fire / +22% physical Mindpower: +10 (+3 eff.) Mental crit. chance: +5% See invisible: +9 Global speed: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+13 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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, costing 180 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Girdle of the Calm Waters =HealRes=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +0 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Chargebraid (3 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +1 Con Changes resistances: +14% blight / +27% cold / +18% nature Changes damage: +12% lightning Reduces incoming crit damage: 15.00% Life regen: +3.00 Maximum life: +50.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinorarin the pair of drakeskin leather boots (0 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -1% Changes stats: +8 Dex / +4 Mag / +2 Wil / +10 Lck Stealth bonus: +15 Spell save: +4 (+1 eff.) Lowers spell cool-downs by: 10% Infravision radius: +6 See invisible: +18 A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) =ArmStatDmgKB=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Cyrivea the voratun gauntlets (0 def, 13 armour) =CripDomCritMult=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +14.0% Armour: +13 Damage (Melee): 13 physical Changes stats: +3 Cun Changes resistances: +14% darkness / +3% blight Changes damage: +6% mind / +11% physical Critical mult.: +13.00% Disarm immunity: +0% Spell crit. chance: +16% Mental crit. chance: +10% Infravision radius: +3 When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 40% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +15 Crit. chance: +35.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +24 darkness / +16 blight Burst (radius 1) on hit: +4 blight / +13 physical / +8 mind Burst (radius 2) on crit: +12 physical It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Stralite Sand Shredder. |
Eastern Wood Hat (15 def, 0 armour) =BlindAccCritDmg=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+9 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+5 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% 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. |
Issurain the dwarven-steel helm (0 def, 4 armour) =Water=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour penetration: +2 Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Damage when hit (Melee): 5 physical Changes stats: +7 Str / +1 Dex / +8 Lck Changes resistances: +8% cold Changes damage: +12% physical Allows you to breathe in: water Physical save: +6 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Light radius: +0 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 430.4 Physical damage. If the attack hits, the target is confused (40% 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. |
The Black Crown (0 def, 15 armour) =Seeds=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Light radius: +0 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Umbrabrace the drakeskin leather cap (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +5 Wil / +5 Cun / +11 Lck Changes resistances: +5% arcane / +6% darkness / +14% nature Changes resistances penetration: +10% arcane / +15% mind Spell save: +8 (+2 eff.) Maximum life: +95.00 Spell crit. chance: +7% Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Healing mod.: +23% A cap made of leather. |
The Black Plate (25 def, 35 armour) =Link=Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+5 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 14 power out of 15/15) : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
575 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [champion of Urh'Rok] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +12 Str / +12 Mag Maximum life: +125.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 48, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. |
demon seed [dolleg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. |
demon seed [dĂșathedlen] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: All Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 41, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 42, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% fire Reduce damage by fixed amount: +25 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Rush Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
demon seed [uruivellas] (level 49, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +20% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +20% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 38, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Entropy (1/1) =Degen=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 154% of the healing done. This effect scales with your Magic stat., costing 68 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) =Pin=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 659.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 41] amazing fiery salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 192% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (41% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing frost salve [power 41] amazing frost salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 192% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (41% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing healing salve [power 589] amazing healing salve [power 589]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 192% efficiency and 50% cooldown modifier. It can be used to heal 589, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing pain suppressor salve [power 516] amazing pain suppressor salve [power 516]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 192% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -516 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing water salve [power 41] amazing water salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 192% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
Durogorion the voratun torque of psychoportation [power 66] (29/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 31% chance to corrode armour by 30% Changes resistances: +9% acid / +15% temporal Changes resistances penetration: +20% temporal Changes damage: +6% acid Talent granted: +3 Telekinetic Blast Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to teleport randomly (rad 66), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of psychoportation [power 30] (29/22 cooldown) =Tele=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 30), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
Lelaruirab the elven-wood totem of thorny skin [power 69] (29/18 cooldown) =Arm=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour: +8 Changes resistances: +6% darkness Maximum wards: +5 acid / +4 nature / +5 light Changes damage: +9% arcane Talent granted: +1 Ward Critical mult.: +10.00% Blindness immunity: +15% Confusion immunity: +25% Pinning immunity: +30% Stun/Freeze immunity: +10% Only die when reaching: -80.00 life It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Burning Star =Map=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
13 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By The Thing That Should Not Be the Ogre Adventurer level 39
18th Dusk 123rd year of Ascendancy at 19:28 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By The Thing That Should Not Be the Ogre Adventurer level 50
56th Regrowth 124th year of Ascendancy at 19:08 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By The Thing That Should Not Be the Ogre Adventurer level 39
16th Dusk 123rd year of Ascendancy at 19:41 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By The Thing That Should Not Be the Ogre Adventurer level 35
58th Pyre 123rd year of Ascendancy at 01:32 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By The Thing That Should Not Be the Ogre Adventurer level 43
56th Dusk 123rd year of Ascendancy at 21:27 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By The Thing That Should Not Be the Ogre Adventurer level 44
62nd Dusk 123rd year of Ascendancy at 15:15 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By The Thing That Should Not Be the Ogre Adventurer level 50
73rd Haze 123rd year of Ascendancy at 08:34 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By The Thing That Should Not Be the Ogre Adventurer level 42
52nd Dusk 123rd year of Ascendancy at 07:22 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By The Thing That Should Not Be the Ogre Adventurer level 31
12nd Pyre 123rd year of Ascendancy at 21:18 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By The Thing That Should Not Be the Ogre Adventurer level 17
61st Haze 122nd year of Ascendancy at 22:54 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By The Thing That Should Not Be the Ogre Adventurer level 41
48th Dusk 123rd year of Ascendancy at 00:55 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By The Thing That Should Not Be the Ogre Adventurer level 31
4th Pyre 123rd year of Ascendancy at 06:02 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By The Thing That Should Not Be the Ogre Adventurer level 29
1st Time of Balance 123rd year of Ascendancy at 15:06 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By The Thing That Should Not Be the Ogre Adventurer level 50
67th Pyre 124th year of Ascendancy at 17:25 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By The Thing That Should Not Be the Ogre Adventurer level 20
9th Decay 122nd year of Ascendancy at 16:10 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Thing That Should Not Be the Ogre Adventurer level 22
36th Regrowth 123rd year of Ascendancy at 14:44 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By The Thing That Should Not Be the Ogre Adventurer level 17
61st Haze 122nd year of Ascendancy at 22:54 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By The Thing That Should Not Be the Ogre Adventurer level 50
60th Pyre 124th year of Ascendancy at 11:22 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By The Thing That Should Not Be the Ogre Adventurer level 38
13rd Dusk 123rd year of Ascendancy at 20:05 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Thing That Should Not Be the Ogre Adventurer level 26
57th Regrowth 123rd year of Ascendancy at 05:15 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By The Thing That Should Not Be the Ogre Adventurer level 45
63rd Dusk 123rd year of Ascendancy at 02:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By The Thing That Should Not Be the Ogre Adventurer level 10
24th Dusk 122nd year of Ascendancy at 20:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By The Thing That Should Not Be the Ogre Adventurer level 20
8th Decay 122nd year of Ascendancy at 11:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By The Thing That Should Not Be the Ogre Adventurer level 30
1st Pyre 123rd year of Ascendancy at 07:50 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By The Thing That Should Not Be the Ogre Adventurer level 40
41st Dusk 123rd year of Ascendancy at 16:21 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By The Thing That Should Not Be the Ogre Adventurer level 50
73rd Haze 123rd year of Ascendancy at 05:53 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By The Thing That Should Not Be the Ogre Adventurer level 50
32nd Pyre 124th year of Ascendancy at 15:40 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By The Thing That Should Not Be the Ogre Adventurer level 50
17th Pyre 124th year of Ascendancy at 11:47 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By The Thing That Should Not Be the Ogre Adventurer level 17
46th Haze 122nd year of Ascendancy at 12:51 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By The Thing That Should Not Be the Ogre Adventurer level 50
41st Regrowth 124th year of Ascendancy at 13:19 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By The Thing That Should Not Be the Ogre Adventurer level 45
63rd Dusk 123rd year of Ascendancy at 02:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By The Thing That Should Not Be the Ogre Adventurer level 34
46th Pyre 123rd year of Ascendancy at 17:08 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By The Thing That Should Not Be the Ogre Adventurer level 41
48th Dusk 123rd year of Ascendancy at 07:45 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By The Thing That Should Not Be the Ogre Adventurer level 50
67th Pyre 124th year of Ascendancy at 17:23 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By The Thing That Should Not Be the Ogre Adventurer level 50
31st Regrowth 124th year of Ascendancy at 18:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By The Thing That Should Not Be the Ogre Adventurer level 7
15th Dusk 122nd year of Ascendancy at 13:15 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By The Thing That Should Not Be the Ogre Adventurer level 50
17th Pyre 124th year of Ascendancy at 03:49 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By The Thing That Should Not Be the Ogre Adventurer level 26
50th Regrowth 123rd year of Ascendancy at 17:40 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By The Thing That Should Not Be the Ogre Adventurer level 50
67th Pyre 124th year of Ascendancy at 17:25 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By The Thing That Should Not Be the Ogre Adventurer level 50
33rd Regrowth 124th year of Ascendancy at 04:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By The Thing That Should Not Be the Ogre Adventurer level 10
26th Dusk 122nd year of Ascendancy at 20:48 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By The Thing That Should Not Be the Ogre Adventurer level 46
13rd Haze 123rd year of Ascendancy at 09:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By The Thing That Should Not Be the Ogre Adventurer level 22
9th Allure 123rd year of Ascendancy at 21:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Thing That Should Not Be the Ogre Adventurer level 15
61st Dusk 122nd year of Ascendancy at 15:43 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By The Thing That Should Not Be the Ogre Adventurer level 50
79th Pyre 124th year of Ascendancy at 06:50 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By The Thing That Should Not Be the Ogre Adventurer level 38
15th Dusk 123rd year of Ascendancy at 12:16 see stats
Well trained (Insane (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By The Thing That Should Not Be the Ogre Adventurer level 50
33rd Regrowth 124th year of Ascendancy at 04:32 see stats
Log
The Thing That Should Not Be casts Bathe in Light.
A shield forms around The Thing That Should Not Be.
The Thing That Should Not Be receives 93 healing from Something.
The Thing That Should Not Be receives 43 healing.
The Thing That Should Not Be casts Healing Light.
The Thing That Should Not Be receives 392 healing.
The Thing That Should Not Be receives 93 healing from Something.
The Thing That Should Not Be receives 43 healing.
The Thing That Should Not Be receives 93 healing from Something.
The Thing That Should Not Be is pulled toward Something!
Your shield crumbles under the damage!
The shield around The Thing That Should Not Be crumbles.
Talent Grinding Shield is ready to use.
The Thing That Should Not Be receives 43 healing.
Something hits The Thing That Should Not Be for (279 absorbed), (57 turned into osmosis), 477 arcane (477 total damage).
The Thing That Should Not Be activates Saw Wheels.
The Thing That Should Not Be receives 43 healing.
The Thing That Should Not Be recovers sight.
The Thing That Should Not Be receives 34 healing.
The Thing That Should Not Be activates Grinding Shield.
The Thing That Should Not Be deactivates Saw Wheels.
Atamathon the Giant Golem uses Giant Leap.
Atamathon the Giant Golem performs a melee critical strike against The Thing That Should Not Be!
Saving game...




















































































































































