











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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.
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.5.0Donators/Buyers bonus! 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.10This 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 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 1.5.0Official 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:
Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.10This 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 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Archer |
| Level / Exp | 50 / 193% |
| Size | big |
| Lifes / Deaths | Killed by The Shade at level 6 on the 79th Pyre 122nd year of Ascendancy at 11:45 0 / 9Killed by corrupted fox at level 16 on the 67th Dusk 122nd year of Ascendancy at 07:17 Killed by Urkis, the High Tempest at level 18 on the 65th Haze 122nd year of Ascendancy at 04:03 Killed by The Master at level 24 on the 5th Allure 123rd year of Ascendancy at 23:01 Killed by elven cultist at level 26 on the 18th Regrowth 123rd year of Ascendancy at 06:35 Killed by Grand Corruptor at level 28 on the 43rd Regrowth 123rd year of Ascendancy at 22:44 Killed by orc grand master assassin at level 31 on the 4th Pyre 123rd year of Ascendancy at 23:30 Killed by orc high cryomancer at level 47 on the 1st Decay 123rd year of Ascendancy at 07:29 Killed by Argoniel at level 50 on the 5th Decay 123rd year of Ascendancy at 09:11 |
Primary Stats
| Strength | 83 (base 60) |
| Dexterity | 93 (base 60) |
| Constitution | 103 (base 60) |
| Magic | 31 (base 10) |
| Willpower | 27 (base 22) |
| Cunning | 67 (base 20) |
Resources
| Life | -137/1382 |
| Stamina | 46/188 |
| Equilibrium | 0 |
| Healing Factor | 1.610989010989 |
| Regeneration | 14.418351648351 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 9 |
| Infravision | 8 |
| See Stealth | 57.121266583007 |
| See Invisible | 55.121266583007 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 73 |
| Crit Chance | 65% |
| APR | 114 |
| Speed | 0.70 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 42% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +17% |
| Fire | +32% |
| Physical | +27% |
| Mind | +24% |
| All | +12% |
Offense: Damage Penetration
| Mind | +10% |
| Light | +10% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 45 (79.376569037657%) |
| Defense | 65 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 49 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 22%( 70%) |
| Cold | + 35%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 23%( 70%) |
| Mind | + 21%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 17% |
| Knockback Resistance | 0% |
| Stun Resistance | 5% |
| Poison Resistance | 33% |
| Blind Resistance | 33% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 28 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 432 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 32 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 489 damage for 7 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Munitions | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Venomous Ammunition |
| talent | Corruption of the Doomed |
| detrimental effect | The target is cursed, taking 51.76 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is cursed, reducing all resistances by 29%. Curse of Vulnerability |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 65.10 fire damage, and talent cooldowns are increased by 62% plus 1 turn. Burning Hex |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 30%. Concealment |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 53%. Exhaustion |
| beneficial effect | The target ignores pain, reducing all damage taken by 27%. Pain Suppression |
| beneficial effect | Reduces all incoming physical, nature, acid, temporal damage by 125. Kinetic Psionic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost sun paladin from death by rattlesnake. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You failed to protect the lost warrior from death by Jsar. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | 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. | active |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. | 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 |
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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. 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 brawn without your aid. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | reinforced pair of drakeskin leather boots of spellbinding (0 def, 11 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Armour +11 Fatigue +5% Resists +11% acid +9% fire +15% cold +5% lightning Spell.save +4 (+2 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
| Quiver | Arkul's Siege Arrows (12/14, 68-95.2 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 70% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | Xanith the dwarven lantern1.0 T5 lite [Rare] Master While equipped: Stats +4 Str +7 Con dps ---------- Dmg.mod +12% mind +15% physical ----- def ----- Resists +3% physical Blind- +33% Confus- +17% ---------- misc Stam/turn +0.40 Light +8 See.Stealth +19 See.Invis +17 Track: Puts all charms on 24 cooldown Level 5.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 45 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | leafwalker's drakeskin leather cap of ire (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +9% nature Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Max.HP +84.00 Heal.mod +10% Battle Cry: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | telekinetic stralite torque of kinetic psionic shield [power 125] (12/12 cooldown)2.0 T4 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 125 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Mayath'0.1 T5 ring jewelry [Rare] Master While equipped: Stats +7 Cun ----- def ----- Armour +4 Defense +14 (+3 eff.) Die.at -80.00 life Poison- +15% Pinning- +20% Stun/Frz- +5% Teleport- +15% Rings can have magical properties. |
| On fingers | Bokegaleg the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +10 Dex +14 Cun dps ---------- Phys.crit +1.0% Melee+ 16 bleed Ranged+ 14 bleed Acc +5 (+1 eff.) On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 17% chance to cause random gloom ----- def ----- Armour +2 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +9% nature +8% blight HP.reg +0.40 Poison- +18% Disease- +19% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd 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. |
| Around waist | Obsidiandream the drakeskin leather belt1.0 T5 belt armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% darkness ----- def ----- Resists +15% darkness Spell.save +12 (+4 eff.) ---------- misc Light +1 Infravis +2 Size +1 Telepathy Dragon A belt that goes around your waist. |
| In main hand | swiftstrike dragonbone longbow of true flight4.0 T5 longbow 2H weapon [Ego++] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 143% Range +10 Proj.spd +200% While equipped: dps ---------- Phys.crit +14.0% Acc +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | stone warden's drakeskin leather gloves of war-making (0 def, 11 armour)1.0 T5 hands armor [Ego++] Arcane/Master While equipped: Stats +10 Con dps ---------- Phys.crit +8.0% Spell.crit +11% Mind.crit +17% Crit.mult +8.00% ----- def ----- Armour +11 Hardiness +9% Resists +7% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+7 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Level 4.4 Pwr.cost 8 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 127.47 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
| Cloak | elven-silk cloak 'Borodolen' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +6 Dex +4 Cun +6 Con dps ---------- Res.pen +10% mind Acc +6 (+1 eff.) Apr +7 ----- def ----- Defense +3 (+0 eff.) Resists +9% mind Phys.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life Max.HP +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Erelydar0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +6 Dex +2 Wil +10 Cun +11 Con +10 Lck dps ---------- Mov.spd +10% Acc +10 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +13 (+3 eff.) Fatigue -10% Resists +15% cold +18% fire Unseen.red 16% HP.reg +0.80 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
Inventory
sun infusion (rad 8; power 22; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
wanderer's stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +6 Dex +4 Cun +6 Con dps ---------- Crit.mult +14.00% Mov.spd +10% Acc +7 (+2 eff.) Apr +14 ----- def ----- Fatigue -6% HP.reg +0.70 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
Baloregogas the Gloomcut0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 12 darkness ----- def ----- Resists +36% lightning +15% cold +9% fire +6% acid Spell.save +18 (+6 eff.) Stun/Frz- +50% Amulets can have magical properties. |
restful voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Crit.mult +18.00% Spell.pwr +15 (+7 eff.) Dmg.mod +12% blight +10% fire ----- def ----- Fatigue -4% HP.reg +4.30 Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
Nerareda the Flashwilter0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +9 (+5 eff.) Dmg.mod +21% lightning +13% fire ----- def ----- Resists +6% mind +26% fire Max.HP +40.00 HP.reg +0.90 Heal.mod +25% Rings can have magical properties. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-12 eff.) Spell.save -30 (-10 eff.) Mind.save -30 (-16 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. |
Zerumafang the Singepassion0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% acid +13% fire Res.pen +15% fire Melee Ret 16 fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +32% fire Rings can have magical properties. |
gladiator's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +77.00 HP.reg +1.30 Heal.mod +22% Rings can have magical properties. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+8 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +15% Spell.pwr +48 (+18 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 120 power out of 69/200 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." |
plaguebringer's voratun greatmaul of massacre (86-129 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 86.0 - 129.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +23 blight On Hit: 10% Epidemic 5 On Hit: * 24% chance to disease While equipped: ----- def ----- Disease- +31% Massive two-handed mauls. |
truestriking voratun greatmaul of rage (68-102 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Master Power 68.0 - 102.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +14% physical Res.pen +17% physical Acc +38 (+9 eff.) Apr +20 ---------- misc Stam/ret +3.00 Massive two-handed mauls. |
insidious voratun greatsword of nature (62.5-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Nature Power 62.5 - 100.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +84 insidious poison While equipped: dps ---------- Res.pen +21% nature ----- def ----- Resists +14% all Massive two-handed swords. |
voratun greatsword 'Radiancelash' (63.5-101.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Arcane Power 63.5 - 101.6 Lightning Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +30 cold +12 temporal On Hit.r1 +16 light While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +22% light +6% temporal ---------- misc Light +3 Massive two-handed swords. |
glacial voratun longsword of nature (41.5-58.1 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +30 ice While equipped: dps ---------- Res.pen +14% nature +13% cold ----- def ----- Armour +11 Resists +9% all Sharp, long, and deadly. |
Singemarrow (53-74.2 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 53.0 - 74.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +16 fire While equipped: Stats +5 Dex +5 Mag dps ---------- Dmg.mod +24% arcane +9% fire ----- def ----- Fatigue -8% Resists +5% arcane One-handed war axes. |
living mindstar of sand (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature This natural sand should be returned to the wyrm. Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +16% physical Res.pen +16% physical Melee Ret 8 physical ----- def ----- Resists +18% physical Burrow: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift 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 17 of target armor and 8% 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. |
Xerynor4.0 T4 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +26 acid On Hit.r1 +10 physical While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Dmg.mod +18% acid +6% physical Acc +8 (+2 eff.) ----- def ----- Phys.save +12 (+4 eff.) Longbows are used to shoot arrows at your foes. |
glacial elven-wood longbow of true flight4.0 T4 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +14 cold While equipped: dps ---------- Phys.crit +14.0% Res.pen +14% cold Acc +14 (+3 eff.) ----- def ----- Armour +14 Longbows are used to shoot arrows at your foes. |
mage-hunter's drakeskin leather sling4.0 T5 sling 1H weapon [Ego+] Disrupt Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +13 (+7 eff.) On Hit (Ranged): * 14 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
sentry's quiver of dragonbone arrows of crippling (46/46, 65-91 power, 27 apr)3.0 T5 arrow ammo [Ego++] Arcane/Master Power 65.0 - 91.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +27 Crit +24.0% Capacity 46 Rld cld 3 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of crippling (49/49, 68.5-95.9 power, 27 apr)3.0 T5 arrow ammo [Ego++] Arcane/Master Power 68.5 - 95.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +27 Crit +15.0% Capacity 49 Rld cld 3 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
impervious voratun shield of mind resistance (+14%) (12 def, 13 armour, 317.5 block)7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego+] Master/Psionic While equipped: Stats +7 Con ----- def ----- Armour +13 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +14% mind Phys.save +13 (+4 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
spiked drakeskin leather armour of natural resilience (5 def, 8 armour)9.0 T5 light armor [Ego+] Disrupt/Master While equipped: dps ---------- Melee Ret 17 physical ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +15% nature +19% blight D.Red.from +13% Unnatural A suit of armour made of leather. |
enlightening voratun plate armour of implacability (9 def, 24 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego++] Master/Psionic While equipped: Stats +8 Cun +7 Wil ----- def ----- Armour +24 Defense +9 (+2 eff.) Fatigue +18% Phys.save +12 (+4 eff.) Mind.save +21 (+9 eff.) A suit of armour made of metal plates. |
nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +7% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
balancing drakeskin leather belt1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +11.0% Mind.crit +8% A belt that goes around your waist. |
Silythra the Dazzlerend (12 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Con dps ---------- Acc +8 (+2 eff.) Apr +4 Melee Ret 16 light ----- def ----- Defense +12 (+3 eff.) Rng.Def +9 (+2 eff.) Phys.save +18 (+6 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A pair of boots made of leather. |
blood-soaked pair of voratun boots of void walking (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy Armour Training [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Res.pen +17% darkness +14% temporal Apr +11 ----- def ----- Armour +5 Fatigue +4% Resists +30% darkness +25% temporal Def/telep +28 Res/telep +20% Dur/telep +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
hardened leather gloves of dispersion (0 def, 2 armour)1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Melee+ 6 arcane ----- def ----- Armour +2 Resists +5% arcane Disperse Magic: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arerin (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid ----- def ----- Defense +3 (+0 eff.) Resists +28% acid +12% temporal +3% light +9% darkness +9% fire +5% arcane +3% cold Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor Reqs Heavy Armour Training [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
11 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
304 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
46 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 30 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. |
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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Singeglory (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +15% fire ----- def ----- Resists +6% lightning +6% fire +6% darkness +6% mind Die.at -40.00 life Blind- +20% Knockbk- +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dream-smith's voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +11% mind +11% fire ----- def ----- Mind.save +12 (+6 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 477.84 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Willowkin the voratun torque of mindblast [power 385] (12/4 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% ----- def ----- Resists +3% lightning +9% fire +6% light +9% darkness Spell.save +10 (+4 eff.) ---------- misc Talents +3 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 7 beam dealing 215.60 to 431.20 mind damage Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
Ximina the ash totem of cure ailments [power 2] (12/6 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +3.00% Dmg.mod +3% physical Acc +6 (+1 eff.) ----- def ----- Armour +4 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
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 +6 Con +7 Wil dps ---------- Mind.pwr +7 (+4 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 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Jsar the Doomelf Archer level 25
9th Allure 123rd year of Ascendancy at 13:51 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Jsar the Doomelf Archer level 41
25th Dusk 123rd year of Ascendancy at 19:34 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Jsar the Doomelf Archer level 45
57th Haze 123rd year of Ascendancy at 02:44 see stats
Brave new world
Went to the Far East and took part in the war.By Jsar the Doomelf Archer level 31
48th Pyre 123rd year of Ascendancy at 06:01 see stats
Bringer of Doom
Killed a Bringer of Doom.By Jsar the Doomelf Archer level 17
74th Dusk 122nd year of Ascendancy at 22:58 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Jsar the Doomelf Archer level 27
23rd Regrowth 123rd year of Ascendancy at 19:00 see stats
Clone War
Destroyed your own Shade.By Jsar the Doomelf Archer level 39
7th Dusk 123rd year of Ascendancy at 18:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Jsar the Doomelf Archer level 18
12nd Haze 122nd year of Ascendancy at 05:52 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Jsar the Doomelf Archer level 29
56th Regrowth 123rd year of Ascendancy at 17:56 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Jsar the Doomelf Archer level 18
8th Haze 122nd year of Ascendancy at 12:52 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Jsar the Doomelf Archer level 16
67th Dusk 122nd year of Ascendancy at 07:49 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Jsar the Doomelf Archer level 31
52nd Pyre 123rd year of Ascendancy at 23:55 see stats
Exterminator
Killed 1000 creatures.By Jsar the Doomelf Archer level 16
74th Dusk 122nd year of Ascendancy at 08:37 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jsar the Doomelf Archer level 18
65th Haze 122nd year of Ascendancy at 05:49 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Jsar the Doomelf Archer level 43
43rd Dusk 123rd year of Ascendancy at 00:55 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Jsar the Doomelf Archer level 5
77th Pyre 122nd year of Ascendancy at 10:28 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jsar the Doomelf Archer level 43
39th Haze 123rd year of Ascendancy at 08:46 see stats
Level 10
Got a character to level 10.By Jsar the Doomelf Archer level 10
17th Dusk 122nd year of Ascendancy at 04:28 see stats
Level 20
Got a character to level 20.By Jsar the Doomelf Archer level 20
68th Haze 122nd year of Ascendancy at 00:10 see stats
Level 30
Got a character to level 30.By Jsar the Doomelf Archer level 30
56th Regrowth 123rd year of Ascendancy at 17:56 see stats
Level 40
Got a character to level 40.By Jsar the Doomelf Archer level 40
7th Dusk 123rd year of Ascendancy at 18:56 see stats
Level 50
Got a character to level 50.By Jsar the Doomelf Archer level 50
5th Decay 123rd year of Ascendancy at 07:57 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Jsar the Doomelf Archer level 28
34th Regrowth 123rd year of Ascendancy at 21:29 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Jsar the Doomelf Archer level 21
70th Haze 122nd year of Ascendancy at 05:26 see stats
Orcrist
Killed the leaders of the Orc Pride.By Jsar the Doomelf Archer level 42
40th Dusk 123rd year of Ascendancy at 03:33 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Jsar the Doomelf Archer level 39
8th Flare 123rd year of Ascendancy at 17:07 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Jsar the Doomelf Archer level 18
24th Haze 122nd year of Ascendancy at 06:22 see stats
Size is everything
Did over 1500 damage in one attack.By Jsar the Doomelf Archer level 32
76th Pyre 123rd year of Ascendancy at 09:41 see stats
Size matters
Did over 600 damage in one attack.By Jsar the Doomelf Archer level 27
21st Regrowth 123rd year of Ascendancy at 23:14 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Jsar the Doomelf Archer level 30
56th Regrowth 123rd year of Ascendancy at 19:41 see stats
That was close
Killed your target while having only 1 life left.By Jsar the Doomelf Archer level 31
4th Pyre 123rd year of Ascendancy at 23:49 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Jsar the Doomelf Archer level 43
40th Dusk 123rd year of Ascendancy at 07:07 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Jsar the Doomelf Archer level 29
44th Regrowth 123rd year of Ascendancy at 11:31 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jsar the Doomelf Archer level 28
36th Regrowth 123rd year of Ascendancy at 12:53 see stats
The bigger the better!
Did over 3000 damage in one attack.By Jsar the Doomelf Archer level 38
7th Flare 123rd year of Ascendancy at 06:52 see stats
The secret city
Discovered the truth about mages.By Jsar the Doomelf Archer level 18
63rd Haze 122nd year of Ascendancy at 23:08 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Jsar the Doomelf Archer level 38
7th Flare 123rd year of Ascendancy at 10:37 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Jsar the Doomelf Archer level 43
64th Dusk 123rd year of Ascendancy at 22:09 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Jsar the Doomelf Archer level 28
36th Regrowth 123rd year of Ascendancy at 04:05 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Jsar the Doomelf Archer level 16
67th Dusk 122nd year of Ascendancy at 07:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jsar the Doomelf Archer level 16
67th Dusk 122nd year of Ascendancy at 07:49 see stats
Unstoppable
Returned from the dead.By Jsar the Doomelf Archer level 31
4th Pyre 123rd year of Ascendancy at 23:30 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Jsar the Doomelf Archer level 24
6th Allure 123rd year of Ascendancy at 00:40 see stats
Log
--------------------------------
Jsar shoots!
Argoniel casts Burning Hex.
Jsar is hexed!
Curse of Death from Argoniel hits Jsar for 27 darkness damage.
Jsar's Shoot performs a ranged critical strike against Fire drake hatchling!
Fire drake hatchling starts to bleed.
The shattering blow creates a shockwave!
Fire drake hatchling is poisoned!
Fire drake is poisoned!
Fire drake hatchling is poisoned!
Venomous Ammunition hits Fire drake hatchling for 73 nature damage.
Venomous Ammunition hits Fire drake hatchling for 26 nature, 63 nature (88 total damage).
Venomous Ammunition hits Fire drake for 73 nature damage.
Jsar's Shoot hits Fire drake hatchling for 296 physical damage.
Jsar's Shoot hits Fire drake hatchling for 1184 physical, 6 fire, 3 physical, 18 light, 0 physical (1210 total damage).
Jsar's Shoot hits Fire drake for 296 physical damage.
Numbing Poison from Jsar hits Fire drake hatchling for 30 nature damage.
Numbing Poison from Jsar hits Fire drake for 30 nature damage.
A part of Argoniel's bone shield regenerates.
Bleeding from Jsar hits Fire drake hatchling for 197 physical damage.
Bleeding from Jsar hits Argoniel for 1 physical damage.
Numbing Poison from Jsar hits Fire drake hatchling for 26 nature damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
--------------------------------
Jsar uses telekinetic stralite torque of kinetic psionic shield!
Argoniel casts Curse of Vulnerability.
Jsar is cursed.
Saving game...













































































































































