










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.0Official 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.0Official 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Forbidden Cults 1.7.0Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 50 / 1361% |
| Size | big |
| Lifes / Deaths | Killed by skeleton master archer at level 32 on the 1st Dusk 123rd year of Ascendancy at 18:22 / 1 |
Primary Stats
| Strength | 118 (base 61) |
| Dexterity | 39 (base 9) |
| Constitution | 87 (base 37) |
| Magic | 139 (base 66) |
| Willpower | 24 (base 16) |
| Cunning | 106 (base 60) |
Resources
| Life | 2256/2256 |
| Positive | 97/97 |
| Stamina | 305/305 |
| Healing Factor | 1.4498704628102 |
| Regeneration | 7.6118199297535 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | -3.3306690738755E-14% |
| Global | +101.88948431535% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 264 |
| Accuracy | 60 |
| Crit Chance | 68% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 79 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +40% |
| Light | +83% |
| Blight | +44% |
| Physical | +58% |
| Fire | +37% |
| All | +22% |
Offense: Damage Penetration
| Darkness | +45% |
| Lightning | +50% |
| Light | +85% |
| All | +35% |
Defense: Base
| Armour (hardiness) | 56 (82.946778433524%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 6 |
| Physical Save | 54 |
| Spell Save | 60 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 60%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 46%( 70%) |
| Mind | + 37%( 70%) |
| All | + 35%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 80%( 80%) |
| Temporal | + 41%( 70%) |
| Lightning | + 43%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Knockback Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 58% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 692 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 169 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 6 times. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.50 |
| 3/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Celestial / Sun | 1.50 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Weapon of Wrath |
| talent | Retribution |
| talent | Searing Sight |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Gunsnake. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Aryda the skeleton master archer. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Blessed Kade. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 1702. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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
| On feet | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Armosantir the Blizzardknight (15/15, 12-16 power, 5 apr)3.0 T1 arrow ammo [Rare] Arcane Power 11.5 - 16.1 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Ranged+ +12 light +20 cold Against +15% Undead On Hit.r1 +8 lightning +16 cold On Crit.r2 +20 cold Arrows are used with bows to pierce your foes to death. |
| Light source | dreamer's dwarven lantern of corpselight1.0 T5 lite [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +6% Mind.crit +8% Spell.pwr +4 (+1 eff.) Mind.pwr +10 (+3 eff.) ----- def ----- Resists +11% blight +14% darkness Mind.save +8 (+2 eff.) ---------- misc Light +5 Infravis +4 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.1 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 44 blight damage or heals 46 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 40% Str, 40% Dex, 60% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.3 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| Tool | Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | Yvythra the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +4 Mag +4 Cun dps ---------- Phys.crit +4.0% Spell.pwr +8 (+2 eff.) Dmg.mod +12% physical Acc +15 (+4 eff.) Melee Ret 4 physical ----- def ----- Resists +12% blight +3% darkness +6% nature Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +4 Con dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +18% darkness Res.pen +15% lightning +10% darkness ----- def ----- Resists +6% lightning Phys.save +14 (+4 eff.) Spell.save +33 (+8 eff.) Mind.save +15 (+4 eff.) ---------- misc Max.stam +23.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-1 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Huzor (54-76 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 54.5 - 76.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +12 Str +11 Dex +13 Mag +10 Wil +13 Cun +13 Con ----- def ----- Armour +6 Resists +6% lightning +2% physical +6% light +9% fire +3% mind +9% darkness One-handed war axes. |
| Around waist | Dazzleoblivion the drakeskin leather belt1.0 T5 belt armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +42 (+7 eff.) Mind.pwr +30 (+8 eff.) Dmg.mod +9% light +9% physical Acc +15 (+4 eff.) Melee Ret 10 light ----- def ----- Spell.save +14 (+3 eff.) ---------- misc Max.hate +10.00 Size +1 A belt that goes around your waist. |
| In off hand | Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 50% Mag, 120% Str Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
| Cloak | Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+3 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
regeneration infusion of the warrior (heal 851; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 851 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; lightning, physical, darkness, mind, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 4 darkness, 3 mind, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 300.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 7; phase 23; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
starlit voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 11 light 15 darkness Dmg.mod +15% light +11% darkness On Melee Ret: * 15% chance to reduce damage dealt by 27% * 12% chance to blind ----- def ----- Resists +23% light +28% darkness Blind- +35% Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. |
Chamegodas the Ashglamour0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +30 (+8 eff.) Dmg.mod +20% lightning Res.pen +25% fire ----- def ----- Resists +40% lightning +9% blight Rings make your fingers look great! |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 125.92 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Mardiharanik the Balanceblack0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Dex dps ---------- Spell.crit +3% Crit.mult +15.00% Dmg.mod +17% mind Res.pen +10% nature Phasing +30% Acc +14 (+4 eff.) ----- def ----- Resists +17% mind Mind.save +12 (+3 eff.) Confus- +50% Rings make your fingers look great! |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.02 cold and 16.87 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
painweaver's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun dps ---------- Phys.pwr +19 (+3 eff.) Spell.pwr +19 (+4 eff.) Mind.pwr +18 (+5 eff.) Melee+ 25 physical Ranged+ 29 physical Dmg.mod +7% all On Hit (Melee): * 20% chance to reduce all saves and defense by 34 On Hit (Ranged): * 19% chance to reduce all saves and defense by 34 ---------- misc Hate/m.crit +2.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun ring0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
voratun ring 'Gunimavor'0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% acid Melee Ret 12 acid On Hit (Melee): * 25% chance to reduce armor by 44% ----- def ----- Resists +15% acid Heal.mod +25% Blind- +74% Poison- +25% Knockbk- +25% ---------- misc Infravis +6 See.Stealth +17 See.Invis +25 Rings make your fingers look great! |
enhanced voratun dagger of massacre (53-69 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature/Master Power 53.0 - 68.9 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +8 Str +12 Dex +13 Mag +10 Wil +13 Cun +12 Con Sharp, short and deadly. |
caustic voratun greatsword of rage (62-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 62.5 - 100.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +47 acid +44 nature While equipped: Stats +14 Str dps ---------- Dmg.mod +19% physical Res.pen +35% acid +23% nature Acc +19 (+5 eff.) Apr +20 Massive two-handed swords. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 159 temporal damage and slows enemies in radius 6 of the target by 169% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 10 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Everpyre Blade (38-53 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 110% Mag, 60% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 84.79 arcane and 97.30 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+5 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
elemental voratun longsword (44-62 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 125 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +27% lightning Res.pen +15% lightning Sharp, long, and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 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." |
void walker's dragonbone magestaff of might (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Spell.pwr +15 (+3 eff.) Dmg.mod +30% arcane ----- def ----- Resists +12% darkness +14% temporal Def/telep +20 Res/telep +22% Dur/telep +25% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced orichalcum trident (54-87 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Nature Power 54.5 - 87.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +13 Str +17 Dex +16 Mag +14 Wil +19 Cun +19 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Galehack the stralite waraxe (42-58 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 nature On Crit.r2 +37 acid +37 nature While equipped: Stats +2 Mag +4 Wil +4 Cun dps ---------- Res.pen +21% acid +13% physical +21% nature Acc +21 (+5 eff.) Apr +26 ----- def ----- Resists +6% lightning ---------- misc Light +1 One-handed war axes. |
Malediction (40-48 power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 40.0 - 48.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
balanced voratun waraxe of erosion (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Nature/Master Power 39.0 - 54.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +18 nature While equipped: dps ---------- Acc +14 (+4 eff.) ----- def ----- Defense +11 (+2 eff.) Disarm- +40% One-handed war axes. |
elemental voratun waraxe of daylight (42-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 light Against +30% Undead On Hit: * Create an explosion dealing 125 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +27% cold Res.pen +30% cold One-handed war axes. |
enhanced voratun waraxe of enduring (42-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +13 Str +13 Dex +11 Mag +27 Wil +13 Cun +28 Con ----- def ----- Max.HP +110.00 One-handed war axes. |
truestriking stralite waraxe of evisceration (29-41 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Master Power 29.0 - 40.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 394 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+2 eff.) Res.pen +10% physical Acc +13 (+3 eff.) Apr +9 One-handed war axes. |
voratun waraxe 'Torchhack' (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Psionic Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 nature +4 fire On Crit.r2 +34 lightning +43 cold +12 mind On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Wil dps ---------- Mind.pwr +10 (+3 eff.) Mov.spd +48% Res.pen +23% lightning +20% cold +15% fire Melee Ret 4 fire ---------- misc Psi/ret +0.12 One-handed war axes. |
Emblem of Evasion =DEX=1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Samerim the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: ----- def ----- Defense +15 (+3 eff.) Resists +9% lightning +12% temporal +5% arcane Anom.red +18 Stealth +15 Max.HP +130.00 HP.reg +3.40 Heal.mod +30% Disease- +20% ---------- misc Max.mana +70.00 Max.stam +61.00 Max.hate +18.00 Max.psi +36.00 Max.vim +33.00 Max.P.En +35.00 Max.N.En +31.00 A belt that goes around your waist. |
Tarreroddarin1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex +4 Wil dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +5% physical Res.pen +20% physical Acc +5 (+1 eff.) ----- def ----- Armour +6 Fatigue -7% Mind.save +14 (+4 eff.) Die.at -20.00 life Max.HP +100.00 ---------- misc Max.enc +41 Stam/turn +3.00 Max.stam +10.00 A belt that goes around your waist. |
balancing hardened leather belt of burglary =DEX=1.0 T3 belt armor [Ego++] Master While equipped: Stats +9 Dex +10 Cun +7 Lck dps ---------- Phys.crit +8.0% Mind.crit +11% ----- def ----- Stealth +8 ---------- misc T.Disarm +13 Infravis +5 A belt that goes around your waist. |
grounding drakeskin leather belt of transcendence1.0 T5 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +11 (+3 eff.) ----- def ----- Resists +12% lightning +14% temporal Phys.save +12 (+4 eff.) A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Velylevea the cashmere cloak (2 def, 0 armour) =DEX=2.0 T3 cloak armor [Rare] Master While equipped: Stats +10 Dex +2 Wil +3 Cun ----- def ----- Defense +2 (+0 eff.) Resists +9% light +2% physical Mind.save +3 (+1 eff.) HP.reg +4.00 Teleport- +20% ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 197.28 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
murderer's elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of Iron Throne (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +20% darkness Res.pen +20% darkness ----- def ----- Defense +3 (+0 eff.) Resists +22% darkness Stealth +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+6 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
elven-silk robe 'Elyda' (0 def, 8 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +8 Mag +8 Wil +10 Con dps ---------- Mind.crit +5% Mind.pwr +6 (+2 eff.) Dmg.mod +30% lightning +25% physical +30% nature +28% cold ----- def ----- Armour +8 Resists +15% lightning +3% blight +12% cold +6% acid +15% all Phys.save +3 (+1 eff.) Mind.save +22 (+6 eff.) Poison- +50% Disease- +47% Cut- +20% Stun/Frz- +25% Knockbk- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of corrosion (+45%) (8 def, 7 armour)2.0 T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +10 Mag dps ---------- Dmg.mod +20% light +30% acid ----- def ----- Armour +7 Defense +8 (+2 eff.) Resists +45% acid +15% darkness +13% light +15% all Max.HP +67.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armurig the Glarewolf (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +7% S.pwr/crit +12 Res.pen +31% darkness +31% light ----- def ----- Armour +5 Fatigue -9% Phys.save +15 (+5 eff.) Spell.save +22 (+5 eff.) Def/telep +19 Res/telep +19% Dur/telep +19% ---------- misc Max.enc +49 Light +4 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
grounding pair of voratun boots of massiveness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +10 Str +9 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +5 Fatigue +4% Resists +14% lightning +11% temporal ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of voratun boots of massiveness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +9 Str +8 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +5 Fatigue +4% Resists +12% fire +14% cold ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Cun, 40% Str, 60% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 110.09 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Lightningbringer the voratun helm (0 def, 19 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Cun dps ---------- Dmg.mod +9% lightning Res.pen +31% lightning ----- def ----- Armour +19 Fatigue +5% Resists +3% physical +15% fire +9% light +12% cold Cut- +25% Confus- +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed voratun helm of absorption (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +12 Str ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/ret +2.40 Equi/ret +2.40 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 719.6 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging drakeskin leather cap of strength (+7) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master/Psionic While equipped: Stats +7 Str ----- def ----- Armour +5 Fatigue +5% Resists +25% mind Mind.save +23 (+6 eff.) Confus- +46% A cap made of leather. |
psion's elven-silk wizard hat of nature (+20%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +9 (+3 eff.) Dmg.mod +14% mind +16% nature ----- def ----- Defense +3 (+0 eff.) Resists +20% mind +24% nature Phys.save +15 (+5 eff.) Mind.save +20 (+5 eff.) ---------- misc Max.psi +34.00 A pointy cloth hat, very wizardly... |
Brenarim (65 def, 20 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +10 Str +10 Dex dps ---------- Crit.mult +24.94% Res.pen +31% blight +15% temporal Acc +35 (+9 eff.) Melee Ret 12 blight ----- def ----- Armour +20 Defense +65 (+14 eff.) Fatigue +8% Phys.save +20 (+6 eff.) ---------- misc Max.stam +37.41 A suit of armour made of leather. |
cleansing drakeskin leather armour of acid resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +30% acid +18% nature +20% blight A suit of armour made of leather. |
cleansing drakeskin leather armour of fire resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +20% blight +29% fire +15% nature A suit of armour made of leather. |
impenetrable voratun plate armour of Eyal (0 def, 36 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +36 Fatigue +22% Max.HP +61.00 HP.reg +7.00 Heal.mod +20% A suit of armour made of metal plates. |
impenetrable voratun plate armour of the dragon (0 def, 34 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +34 Fatigue +22% Resists +15% acid +13% physical +15% cold +10% lightning +14% fire Disarm- +36% Stun/Frz- +40% Knockbk- +38% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 52-62 power, 240 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+6 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 3 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 48.0 - 57.6 Ice Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Sleetrot the stralite shield (0 def, 12 armour, 50-61 power, 143.5 block) =DEX=7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 50.5 - 60.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +144 While equipped: Stats +9 Str +8 Dex dps ---------- Spell.crit +6% Dmg.mod +9% mind +9% cold Acc +20 (+5 eff.) ----- def ----- Armour +12 Fatigue +8% Die.at -80.00 life Max.HP +100.00 ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training Wil 28 [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +12% mind +10% fire +20% light +15% darkness Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 92.81 to 116.01 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 70% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+5 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Black Wall (12 def, 9 armour, 52-62 power, 200 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 52.0 - 62.4 Darkness Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 50.0 - 60.0 Light Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+4 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
swashbuckler's voratun shield of lightning resistance (+27%) (0 def, 10 armour, 68-82 power, 190 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 68.5 - 82.2 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +190 While equipped: Stats +13 Str +11 Dex dps ---------- Acc +22 (+6 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +27% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling voratun shield of physical resistance (+37%) (0 def, 10 armour, 70-84 power, 207.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master/Psionic When used to Attack: Power 70.0 - 84.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +208 Melee+ +30 physical While equipped: Stats +5 Wil ----- def ----- Armour +10 Fatigue +8% Resists +37% physical Shield.near.proj +110 Proj.slow +37% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming quiver of dragonbone arrows of crippling (22/22, 56-78 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Arcane/Master Power 55.5 - 77.7 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 22 On Hit.r1 +30 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Coaltitan the voratun pickaxe (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% Spell.pwr +10 (+2 eff.) Dmg.mod +9% nature +3% blight Res.pen +5% lightning +5% darkness +5% arcane Melee Ret 4 darkness ----- def ----- Resists +6% lightning +15% nature +9% darkness Phys.save +15 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +15 (+4 eff.) Max.HP +128.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +12 Str +9 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +5 Cun +3 Str dps ---------- Acc +9 (+2 eff.) ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern of the moons1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +12% light Affinity +5% darkness ---------- misc Light +5 Infravis +5 Moonlight Ray: Puts all charms on 8 cooldown Level 4.8 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 317.75 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
59 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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 (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 922.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psychokinetic pouch of voratun shots of amnesia (20/20, 53-64 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Psionic Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +39 physical On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 224 physical damage Shots are used with slings to pummel your foes to death. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 114 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
piercing dragonbone totem of healing [power 530] (15 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 530 Puts all charms on 15 cooldown 100% to increase all damage penetration by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
11 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Blessed Kade the Ghoul Sun Paladin level 35
19th Dusk 123rd year of Ascendancy at 01:30 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Blessed Kade the Ghoul Sun Paladin level 50
21st Regrowth 124th year of Ascendancy at 13:29 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Blessed Kade the Ghoul Sun Paladin level 34
17th Dusk 123rd year of Ascendancy at 08:11 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Blessed Kade the Ghoul Sun Paladin level 39
36th Dusk 123rd year of Ascendancy at 12:14 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Blessed Kade the Ghoul Sun Paladin level 45
57th Haze 123rd year of Ascendancy at 18:35 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Blessed Kade the Ghoul Sun Paladin level 37
30th Dusk 123rd year of Ascendancy at 15:26 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Blessed Kade the Ghoul Sun Paladin level 16
45th Haze 122nd year of Ascendancy at 22:33 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Blessed Kade the Ghoul Sun Paladin level 36
26th Dusk 123rd year of Ascendancy at 12:30 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Blessed Kade the Ghoul Sun Paladin level 35
23rd Dusk 123rd year of Ascendancy at 02:35 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Blessed Kade the Ghoul Sun Paladin level 50
56th Regrowth 124th year of Ascendancy at 02:30 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Blessed Kade the Ghoul Sun Paladin level 19
72nd Haze 122nd year of Ascendancy at 14:54 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Blessed Kade the Ghoul Sun Paladin level 25
40th Regrowth 123rd year of Ascendancy at 19:54 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Blessed Kade the Ghoul Sun Paladin level 33
8th Dusk 123rd year of Ascendancy at 03:49 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Blessed Kade the Ghoul Sun Paladin level 50
50th Regrowth 124th year of Ascendancy at 09:25 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Blessed Kade the Ghoul Sun Paladin level 25
44th Regrowth 123rd year of Ascendancy at 04:52 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Blessed Kade the Ghoul Sun Paladin level 10
45th Dusk 122nd year of Ascendancy at 22:20 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Blessed Kade the Ghoul Sun Paladin level 20
76th Haze 122nd year of Ascendancy at 07:07 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Blessed Kade the Ghoul Sun Paladin level 30
70th Pyre 123rd year of Ascendancy at 19:50 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Blessed Kade the Ghoul Sun Paladin level 40
41st Dusk 123rd year of Ascendancy at 12:41 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Blessed Kade the Ghoul Sun Paladin level 50
19th Regrowth 124th year of Ascendancy at 15:29 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Blessed Kade the Ghoul Sun Paladin level 27
80th Regrowth 123rd year of Ascendancy at 14:25 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Blessed Kade the Ghoul Sun Paladin level 50
38th Regrowth 124th year of Ascendancy at 10:26 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Blessed Kade the Ghoul Sun Paladin level 50
30th Regrowth 124th year of Ascendancy at 09:03 see stats
Shasshhiy'Kaish (Nightmare (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Blessed Kade the Ghoul Sun Paladin level 42
17th Haze 123rd year of Ascendancy at 22:41 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Blessed Kade the Ghoul Sun Paladin level 43
35th Haze 123rd year of Ascendancy at 14:20 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Blessed Kade the Ghoul Sun Paladin level 26
55th Regrowth 123rd year of Ascendancy at 09:10 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Blessed Kade the Ghoul Sun Paladin level 37
26th Dusk 123rd year of Ascendancy at 14:53 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Blessed Kade the Ghoul Sun Paladin level 50
56th Regrowth 124th year of Ascendancy at 02:29 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Blessed Kade the Ghoul Sun Paladin level 8
32nd Dusk 122nd year of Ascendancy at 07:50 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Blessed Kade the Ghoul Sun Paladin level 49
7th Allure 124th year of Ascendancy at 21:09 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Blessed Kade the Ghoul Sun Paladin level 22
15th Regrowth 123rd year of Ascendancy at 19:25 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By Blessed Kade the Ghoul Sun Paladin level 50
56th Regrowth 124th year of Ascendancy at 02:30 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Blessed Kade the Ghoul Sun Paladin level 5
26th Dusk 122nd year of Ascendancy at 04:01 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Blessed Kade the Ghoul Sun Paladin level 40
60th Dusk 123rd year of Ascendancy at 12:08 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Blessed Kade the Ghoul Sun Paladin level 22
14th Regrowth 123rd year of Ascendancy at 09:17 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Blessed Kade the Ghoul Sun Paladin level 25
40th Regrowth 123rd year of Ascendancy at 18:35 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Blessed Kade the Ghoul Sun Paladin level 16
20th Haze 122nd year of Ascendancy at 23:58 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Blessed Kade the Ghoul Sun Paladin level 34
16th Dusk 123rd year of Ascendancy at 00:22 see stats
Log
Blessed Kade picks up (Z.): psion's elven-silk wizard hat of nature (+20%) (3 def, 0 armour).
The shield around High Sun Paladin Aeryn crumbles.
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Blessed Kade picks up ( .): moonstone.
Blessed Kade picks up (B.): elemental voratun waraxe of daylight (42-58 power, 6 apr).
Blessed Kade picks up (J.): grounding drakeskin leather belt of transcendence.
Lore found: Elandar's journal (2)
Blessed Kade picks up ( .): diamond.
Blessed Kade picks up ( .): diamond.
Blessed Kade picks up ( .): swashbuckler's voratun shield of lightning resistance (+27%) (0 def, 10 armour, 68-82 power, 190 block).
Blessed Kade picks up (x.): void walker's dragonbone magestaff of might (30-36 power, 6 apr, arcane element).
Blessed Kade picks up (s.): enhanced voratun dagger of massacre (53-69 power, 9 apr).
Blessed Kade picks up (Z.): insulating pair of voratun boots of massiveness (0 def, 5 armour).
Blessed Kade picks up (4.): mindcaging drakeskin leather cap of strength (+7) (0 def, 5 armour).
Blessed Kade picks up (W.): sunsealed elven-silk robe of corrosion (+45%) (8 def, 7 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 9 turns (stop reason: learnt lore).
Blessed Kade picks up (y.): Awakened Staff of Absorption (60-72 power, 60 apr, lightning element).
Resting starts...
Rested for 18 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: interesting terrain).
Saving game...
Saving done.

























































































































































