
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Half-Cost Category Mastery 1.3.1 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:
Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. 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. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Prodigy Tweaks 1.5.5 Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black 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.] astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. FlexSpec Respec Limitation Relaxer 1.5.5Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
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.
Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Rare item Egos update 1.0.4This addon improves rare drops (Salmon colored items) by adding a single level appropriate ego to them. (They use the same methods as normal randarts.) This should make rare drops more useful on average (generally slightly better than normal egos) though still less powerful than full randarts. Files affected: mod.class.GameState.lua Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: 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 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 2271% |
| Size | big |
| Lifes / Deaths | Killed by Ararena the cold drake at level 21 on the 59th Haze 122nd year of Ascendancy at 19:10 3 / 4Killed by Ararena the cold drake at level 21 on the 59th Haze 122nd year of Ascendancy at 20:31 Killed by Reimu at level 48 on the 1st Wintertide 124th year of Ascendancy at 12:44 Killed by Reimu at level 48 on the 1st Wintertide 124th year of Ascendancy at 14:46 |
| Antimagic | Follower |
Primary Stats
| Strength | 83 (base 14) |
| Dexterity | 115 (base 54) |
| Constitution | 81 (base 60) |
| Magic | 11 (base 18) |
| Willpower | 92.77986325895 (base 60) |
| Cunning | 103.88993162948 (base 60) |
Resources
| Life | 761/761 |
| Equilibrium | 63 |
| Psi | 523/523 |
| Healing Factor | 1.4243027888446 |
| Regeneration | 3.6319721115537 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +164.82835820896% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 50.40911077567 |
| See Invisible | 50.40911077567 |
Offense: Mainhand
| Damage | 178 |
| Accuracy | 72 |
| Crit Chance | 88% |
| APR | 130 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 181 |
| Accuracy | 72 |
| Crit Chance | 88% |
| APR | 130 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 87 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +39% |
| Light | +16% |
| Mind | +18% |
| Blight | +25% |
| Physical | +24% |
| Fire | +36% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +60% |
| Nature | +30% |
| Blight | +10% |
| Darkness | +20% |
| Fire | +20% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 75.414623919038 (30%) |
| Defense | 64 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 67.1 |
| Spell Save | 71.65 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 40%( 70%) |
| Mind | + 15%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 10%( 70%) |
| Cold | + 52%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Silence Resistance | 5% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 598 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 319 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 685 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.70 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.50 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Projection | 7.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Solipsism | 2.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented striking | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Voracity | 1.70 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Cursed / Gloom | 1.50 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| Psionic / Dream Forge | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 1.50 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Psionic / Dreaming | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Deflect Projectiles |
| talent | Thermal Aura |
| talent | Charged Aura |
| talent | Psiblades |
| talent | Wild Growth |
| talent | Antimagic Shield |
| talent | Charged Shield |
| talent | Augmentation |
| talent | Forge Shield |
| talent | Gesture of Pain |
| talent | Lucid Dreamer |
| talent | Gloom |
| talent | Thermal Shield |
| talent | Beyond the Flesh |
| beneficial effect | Guarding against melee damage: Will dismiss up to 45 damage from the next 2.3 attack(s) with a 5% chance to counterattack. Guarded |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+57% global speed). Clarity |
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 again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | 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 Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 fire 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 968. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism 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 the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. 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 stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Aeribeth (92-138 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Master/Psionic Power 92.0 - 138.0 Physical Uses 175% Wil Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +33 mind On Hit: * 49% chance to cause random gloom On Crit: * cripple the target While equipped: Stats +10 Cun +10 Wil dps ---------- Phys.crit +21.0% Crit.mult +12.00% ----- def ----- Resists +6% cold +3% darkness +3% temporal Spell.save +10 (+1 eff.) Disease- +5% Massive two-handed mauls. |
| Quiver | Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 119% Wil, 56% Cun 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. |
| On hands | scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T3 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +6 (+2 eff.) Apr +7 On Melee Ret: * 20% chance to reduce effective powers by 20% * 24 arcane resource burn ----- def ----- Armour +2 Resists +8% blight Spell.save +27 (+5 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | alchemist's lamp 'Voidmortal'1.0 T3 lite [Random Unique] Master While equipped: dps ---------- Res.pen +15% darkness +5% all Apr +10 ----- def ----- Resists +3% darkness HP.reg +0.20 ---------- misc Stam/turn +0.80 Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Blackstake of the Blightspawn (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +1 Dex +4 Wil +3 Cun +9 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) Res.pen +5% blight +10% lightning Melee Ret 8 lightning On Melee Ret: * 39% chance to disease * 36% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
| On feet | pair of rough leather boots 'Yarakor' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +8 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
| Tool | Ragaremas the Blazequeller (dig speed 16 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +9% lightning +11% fire +11% mind Res.pen +25% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Mind.save +11 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Silolle the gold ring0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +2 Wil dps ---------- Acc +20 (+5 eff.) Apr +18 Melee Ret 4 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +20 (+5 eff.) Resists +3% acid HP.reg +1.30 Stun/Frz- +25% Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Gloomflash of the Blightspawn0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats -14 Mag +14 Cun +6 Con dps ---------- Dmg.mod +9% lightning +17% physical Apr +2 ----- def ----- Armour +6 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue -7% Resists +17% physical Spell.save +15 (+3 eff.) HP.reg +0.40 ---------- misc Max.enc +36 Max.stam +40.00 Rings can have magical properties. |
| Around neck | Splendourtrail0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck +5 Dex dps ---------- Acc +7 (+2 eff.) On Hit (Melee): * 15% chance to blind ----- def ----- Defense +7 (+2 eff.) Resists +6% light Phys.save +10 (+2 eff.) Unseen.red 12% ---------- misc Max.stam +5.00 Amulets can have magical properties. |
| In main hand | Deepsmight of the Blightspawn (16-17.6 power, 82 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar absorbs psionic energy that needs to be projected. The natural wyrm seeks an element. The set is complete. Power 16.0 - 17.6 Nature Uses 138% Wil, 59% Cun Mastery Psiblades Acc uses Wil Apr +82 Crit +5.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +7 Str -7 Mag dps ---------- Mind.crit +5% Mind.pwr +35 (+7 eff.) Res.pen +25% nature Melee Ret 8 lightning 9 physical 7 cold 5 acid 8 fire ----- def ----- Resists +30% lightning +7% physical +25% fire +14% acid +23% cold Phys.save +6 (+1 eff.) Blind- +50% Silence- +5% Stun/Frz- +50% ---------- misc Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. |
| Around waist | Betar the Greenwrest1.0 T3 belt armor [Random Unique] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +10 (+3 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +6 Defense +8 (+2 eff.) Phys.save +30 (+5 eff.) Spell.save +8 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Shadowveil of the Blightspawn (17-18.7 power, 82 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This natural fire should be returned to the wyrm. This natural lightning should be returned to the wyrm. The set is complete. Power 17.0 - 18.7 Nature Uses 138% Wil, 59% Cun Mastery Psiblades Acc uses Wil Apr +82 Crit +5.0% Atk.spd 100% On Hit: 20% Netherblast 5 While equipped: Stats +3 Str +2 Dex +3 Mag +12 Wil +6 Cun +1 Con dps ---------- Mind.crit +6% Mind.pwr +27 (+6 eff.) All.spd +8% Dmg.mod +14% lightning +18% fire Res.pen +20% lightning +15% fire Phasing +10% Melee Ret 16 lightning 14 fire ----- def ----- Resists +19% lightning +6% fire Spell.save +30 (+5 eff.) Mind.save +7 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.psi +44.00 On Spell Hit: 20% Netherblast 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. |
| Cloak | Jetseam of the Blightspawn (12 def, 13 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Dmg.mod +9% light +3% blight Acc +4 (+1 eff.) On Melee Ret: * 30% chance to disease * 28% chance to inflict 15% damage reduction ----- def ----- Armour +13 Defense +12 (+3 eff.) Fatigue -5% Resists +3% blight +19% cold +9% light Phys.save +15 (+3 eff.) Spell.save +18 (+3 eff.) Mind.save +18 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Duskvengeance of the Blightspawn (9 def, 7 armour)9.0 T4 light armor [Random Unique] Master/Psionic While equipped: Stats +8 Str dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) Dmg.mod +15% blight On Melee Ret: * 40% chance to disease * 25% chance to inflict 15% damage reduction ----- def ----- Armour +7 Defense +9 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +11% physical +9% mind +16% darkness Mind.save +22 (+6 eff.) Max.HP +20.00 HP.reg +0.40 ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
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. |
Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Blindpiercer of the Blightspawn0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +20 Lck dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning Acc +15 (+4 eff.) On Melee Ret: * 41% chance to disease * 34% chance to inflict 15% damage reduction ----- def ----- Defense +17 (+4 eff.) Resists +12% nature +22% fire +5% arcane +20% cold Spell.save +15 (+3 eff.) Unseen.red 18% ---------- misc Masteries +0.37 Psionic/Psionic fog Amulets can have magical properties. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.6 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. This item has been sent to the Item's Vault. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+5 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+4 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 51.64 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 2 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. |
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 (+3 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Pugilism +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Superiority +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Shield defense +0.30 Technique/Dual techniques +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+4 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+1 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 62.23 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 56% Cun, 50% Mag Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+1 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Kinetic Spike (38-49.4 power, 40 apr)1.0 T5 dagger 1H weapon [Unique] Psionic Power 38.0 - 49.4 Physical Uses 104% Wil, 45% Cun Acc+ +0.5% APR / acc Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 79% Wil, 62% Cun Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Star (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 25.0 - 32.5 Physical Uses 90% Wil, 50% Cun Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
The Black Maul (70-105 power, 15 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 186% Wil Acc+ +0.1% dam / acc Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Acc +20 (+5 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.9 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 277% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Artherion the voratun greatsword (74-118.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Master/Psionic Power 74.0 - 118.4 Physical Uses 175% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +8 blight On Hit: * 40% chance to corrode armour by 30% * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +6% acid Res.pen +10% physical Acc +14 (+4 eff.) Apr +12 Melee Ret 12 blight Massive two-handed swords. |
Champion's Will (67-107.2 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 169% Wil, 20% Con Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 6 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 186% Wil, 10% Mag Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Blood-Edge (46-64.4 power, 7 apr)3.0 T5 longsword 1H weapon Reqs Mag 20 [Unique] Arcane Power 46.0 - 64.4 Physical Uses 152% Wil, 10% Mag Acc+ +0.4% crit.pwr / acc Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+8 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Butcher (48-67.2 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 152% Wil Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+5 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Ureslak's Femur (52-72.8 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 152% Wil Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Balenarigund the Ashspike (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic The natural wyrm seeks an element. Power 8.5 - 9.4 Nature Uses 80% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 mind +4 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Res.pen +15% fire Melee Ret 4 lightning 4 physical 3 cold 4 fire 8 mind 4 acid ----- def ----- Resists +4% lightning +2% physical +4% cold +5% acid +4% fire Mind.save +4 (+1 eff.) Max.HP +33.00 HP.reg +0.80 ---------- misc Max.psi +21.00 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. |
Bleakkill (15.5-17.05 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This natural lightning should be returned to the wyrm. Power 15.5 - 17.1 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +22% Unnatural On Hit: * disrupts spell-casting While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Mind.crit +8% Mind.pwr +10 (+2 eff.) Dmg.mod +19% lightning +10% mind +10% darkness +8% nature Res.pen +20% lightning Melee Ret 20 lightning 10 mind 7 darkness ----- def ----- Resists +20% lightning +3% physical +3% darkness +8% blight +5% arcane Mind.save +21 (+5 eff.) Disease- +25% ---------- misc Stam/turn +0.40 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. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 100% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+3 eff.) Mind.pwr +16 (+4 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+3 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 59.25 mind damage, 68.29 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 5.33 mind and 6.14 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 100% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Nimbusprophet the living mindstar (16.5-18.15 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +29% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +9% lightning ----- def ----- Resists +12% acid +6% temporal +3% nature +3% blight Phys.save +8 (+1 eff.) Spell.save +12 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Equi/ret +1.80 Hate/kill +5.00 Psi/kill +5.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 223.02 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+14 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." |
elven-silk cloak 'Coalnull' (18 def, 12 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +25% darkness Res.pen +18% darkness Acc +10 (+3 eff.) Apr +10 On Hit (Melee): * 23 arcane resource burn * 30% chance to inflict 15% damage reduction ----- def ----- Armour +12 Defense +18 (+4 eff.) Resists +3% lightning +3% temporal +25% darkness +30% cold +9% fire Phys.save +9 (+2 eff.) Stealth +25 ---------- misc Light +2 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 (+3 eff.) Spell.pwr +30 (+10 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +25 (+4 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
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 +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+8 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% physical +10% temporal Temporal Reprieve: Level 1.3 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. This item has been sent to the Item's Vault. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 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. This item has been sent to the Item's Vault. |
Spellhunt Remnants (6 def, 8 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+3 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 200.09 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+4 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 6.5 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 67.04 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For each creature drained (up to 10), the armor's stats increase, but decrease back to normal over 10 turns. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. This item has been sent to the Item's Vault. |
Drirak (12 def, 14 armour, 286 block)7.0 T5 shield armor Reqs Heavy Armour Training 2 [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 7 fire Melee Ret 11 fire ----- def ----- Armour +14 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +5% arcane +6% fire Disarm- +10% Stun/Frz- +5% ---------- misc Talents +5 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
12 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. |
128 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
17 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. |
21 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. |
20 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 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. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
20 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. |
5 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
dwarven lantern 'Huredig'1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +7 Wil +4 Con dps ---------- Dmg.mod +15% mind Res.pen +25% mind +12% all Apr +14 ----- def ----- Resists +9% acid Crit.dmg- 10.00% Phys.save +20 (+3 eff.) Mind.save +15 (+4 eff.) Blind- +50% Confus- +27% ---------- misc Light +3 See.Stealth +45 See.Invis +48 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 63 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
18 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. |
24 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 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 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. |
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. |
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. |
30 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. |
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. |
21 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. |
19 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
23 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. |
19 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
7 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. |
16 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. |
9 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. |
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 (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Reimu the Cornac Adventurer level 37
58th Pyre 123rd year of Ascendancy at 10:39 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Reimu the Cornac Adventurer level 49
3rd Allure 124th year of Ascendancy at 05:34 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Reimu the Cornac Adventurer level 37
52nd Pyre 123rd year of Ascendancy at 16:09 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Reimu the Cornac Adventurer level 14
27th Dusk 122nd year of Ascendancy at 14:06 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Reimu the Cornac Adventurer level 43
55th Haze 123rd year of Ascendancy at 16:51 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Reimu the Cornac Adventurer level 44
59th Haze 123rd year of Ascendancy at 02:02 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Reimu the Cornac Adventurer level 42
27th Dusk 123rd year of Ascendancy at 17:41 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Reimu the Cornac Adventurer level 34
49th Pyre 123rd year of Ascendancy at 22:03 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Reimu the Cornac Adventurer level 15
30th Dusk 122nd year of Ascendancy at 12:24 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Reimu the Cornac Adventurer level 49
2nd Allure 124th year of Ascendancy at 12:48 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Reimu the Cornac Adventurer level 40
2nd Dusk 123rd year of Ascendancy at 09:56 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Reimu the Cornac Adventurer level 50
4th Regrowth 124th year of Ascendancy at 15:26 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Reimu the Cornac Adventurer level 50
23rd Regrowth 124th year of Ascendancy at 01:05 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Reimu the Cornac Adventurer level 20
58th Haze 122nd year of Ascendancy at 16:33 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Reimu the Cornac Adventurer level 17
47th Haze 122nd year of Ascendancy at 06:40 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Reimu the Cornac Adventurer level 37
61st Pyre 123rd year of Ascendancy at 16:57 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Reimu the Cornac Adventurer level 50
16th Regrowth 124th year of Ascendancy at 07:28 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Reimu the Cornac Adventurer level 39
10th Flare 123rd year of Ascendancy at 16:42 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Reimu the Cornac Adventurer level 23
64th Haze 122nd year of Ascendancy at 03:08 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Reimu the Cornac Adventurer level 45
59th Haze 123rd year of Ascendancy at 02:51 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Reimu the Cornac Adventurer level 31
30th Regrowth 123rd year of Ascendancy at 08:32 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Reimu the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 17:15 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Reimu the Cornac Adventurer level 20
57th Haze 122nd year of Ascendancy at 17:38 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Reimu the Cornac Adventurer level 30
28th Regrowth 123rd year of Ascendancy at 09:37 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Reimu the Cornac Adventurer level 40
1st Dusk 123rd year of Ascendancy at 05:23 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Reimu the Cornac Adventurer level 50
3rd Allure 124th year of Ascendancy at 07:26 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Reimu the Cornac Adventurer level 50
15th Regrowth 124th year of Ascendancy at 04:56 see stats
Purely a Formality (Nightmare (Adventure) difficulty)
Unlock a locked race or class while playing a character of that race/class.By Reimu the Cornac Adventurer level 50
23rd Regrowth 124th year of Ascendancy at 01:05 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Reimu the Cornac Adventurer level 47
74th Haze 123rd year of Ascendancy at 09:14 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Reimu the Cornac Adventurer level 15
44th Dusk 122nd year of Ascendancy at 05:20 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Reimu the Cornac Adventurer level 26
2nd Decay 122nd year of Ascendancy at 02:58 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Reimu the Cornac Adventurer level 50
21st Regrowth 124th year of Ascendancy at 08:14 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Reimu the Cornac Adventurer level 36
52nd Pyre 123rd year of Ascendancy at 07:41 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Reimu the Cornac Adventurer level 41
17th Dusk 123rd year of Ascendancy at 12:03 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Reimu the Cornac Adventurer level 50
23rd Regrowth 124th year of Ascendancy at 01:04 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Reimu the Cornac Adventurer level 23
64th Haze 122nd year of Ascendancy at 03:33 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Reimu the Cornac Adventurer level 31
50th Regrowth 123rd year of Ascendancy at 10:38 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Reimu the Cornac Adventurer level 11
10th Mirth 122nd year of Ascendancy at 19:46 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Reimu the Cornac Adventurer level 37
60th Pyre 123rd year of Ascendancy at 16:48 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Reimu the Cornac Adventurer level 50
36th Regrowth 124th year of Ascendancy at 15:09 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Reimu the Cornac Adventurer level 31
50th Regrowth 123rd year of Ascendancy at 01:05 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Reimu the Cornac Adventurer level 35
50th Pyre 123rd year of Ascendancy at 05:56 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Reimu the Cornac Adventurer level 23
72nd Haze 122nd year of Ascendancy at 17:50 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Reimu the Cornac Adventurer level 36
52nd Pyre 123rd year of Ascendancy at 10:34 see stats
Log
You don't see how to get there...
Saving game...
You transfer Cuirass of the Dark Lord (0 def, 30 armour) from the online item's vault.
Saving done.
Saving game...
You transfer Titanic (20 def, 18 armour, 320 block) from the online item's vault.
Saving done.
Saving game...
You transfer Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) from the online item's vault.
Saving done.
Saving game...
You transfer Unbreakable Greaves (8 def, 20 armour) from the online item's vault.
Reimu deactivates Psiblades.
Reimu deactivates Antimagic Shield.
Reimu deactivates Wild Growth.
Reimu deactivates Gesture of Pain.
Reimu deactivates Forge Shield.
Reimu deactivates Charged Aura.
Reimu deactivates Thermal Aura.
Reimu deactivates Gloom.
Reimu deactivates Lucid Dreamer.
Reimu deactivates Charged Shield.
Reimu deactivates Beyond the Flesh.
Reimu deactivates Augmentation.
Reimu deactivates Thermal Shield.
Reimu deactivates Deflect Projectiles.





































































































































































