










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Always center your character 1.4.4Always center your character Items Vault 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. QuickTome: Arena Skip 1.3.1 QuickTome: Orb of Communication 1.3.1 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.9Quality 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. EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Yeek |
Class | Wyrmic |
Level / Exp | 50 / 1635% |
Size | small |
Lifes / Deaths | Killed by Ce'Nath the rogue sapper at level 17 on the 14th Regrowth 123rd year of Ascendancy at 19:35 0 / 10Killed by orc corruptor at level 20 on the 53rd Regrowth 123rd year of Ascendancy at 16:57 Killed by Eilinythra the skeleton assassin at level 29 on the 8th Allure 124th year of Ascendancy at 20:43 Killed by Emutira the Neverdead at level 50 on the 17th Pyre 125th year of Ascendancy at 23:14 Killed by Elandar at level 50 on the 13rd Haze 125th year of Ascendancy at 00:52 Killed by Elandar at level 50 on the 13rd Haze 125th year of Ascendancy at 03:57 Killed by Elandar at level 50 on the 13rd Haze 125th year of Ascendancy at 07:29 Killed by forge-giant at level 50 on the 13rd Haze 125th year of Ascendancy at 11:58 Killed by Elandar at level 50 on the 13rd Haze 125th year of Ascendancy at 17:20 Killed by Elandar at level 50 on the 13rd Haze 125th year of Ascendancy at 17:35 |
Antimagic | Follower |
Primary Stats
Strength | 99 (base 62) |
Dexterity | 58 (base 36) |
Constitution | 86 (base 64) |
Magic | 16 (base 10) |
Willpower | 105 (base 63) |
Cunning | 72.6 (base 15) |
Resources
Life | -76/1406 |
Stamina | 476/484 |
Equilibrium | 0 |
Healing Factor | 2.5 |
Regeneration | 12.375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +61.29741670733% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 39.421661562631 |
See Invisible | 39.421661562631 |
Offense: Mainhand
Damage | 187 |
Accuracy | 64 |
Crit Chance | 47% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +15% |
Nature | +3% |
Mind | +15% |
Physical | +15% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Light | +10% |
Nature | +15% |
Mind | +10% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 106 (100%) |
Defense | 51 |
Ranged Defense | 57 |
Fatigue | 46 |
Physical Save | 60 |
Spell Save | 60 |
Mental Save | 67 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 80%( 80%) |
Physical | + 16%( 70%) |
Cold | + 50%( 70%) |
All | -5%( 70%) |
Lightning | + 41%( 70%) |
Light | + 38%( 70%) |
Temporal | + 19%( 70%) |
Mind | + 40%( 70%) |
Darkness | + 44%( 70%) |
Fire | + 46%( 70%) |
Nature | + 61%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 49% |
Blind Resistance | 100% |
Silence Resistance | 17% |
Bleed Resistance | 80% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -1027 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 714 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 692 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1022% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | The target is on fire, taking 82.21 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | You gain 29% resistance against fire. Resolve |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
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 |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved spell save by +4. | done |
You failed to protect the lost sun paladin from death by Guriamira the grave wight. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by Eilinoma the ghoul. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+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. | active |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1115. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. 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. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an 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* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 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 (+3 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. |
Light source | ![]() 1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +12 Cun +12 Wil ----- def ----- Resists +20% blight Res.Cap +10% blight Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Light +4 Masteries +0.20 Wild-gift/Call of the wild +0.10 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature While equipped: Stats +16 Lck dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +8% Dmg.mod +3% nature +3% lightning Res.pen +10% lightning +15% nature On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +25% cold +10% nature Spell.save +9 (+3 eff.) Max.HP +91.00 Heal.mod +30% ---------- misc Breathe water A cap made of leather. This object's appearance was changed to Steel Helm of Garkul. |
On hands | ![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) ---------- misc Light +1 Unarmed combat: Power 142% Range: 1.4x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 100% Destroy Magic 5 On Hit: 15% Mana Clash 3 On Hit: 10% Aura of Silence 1 On Hit: * 50 arcane resource burn Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 180.00 arcane damage and stunned). Uses 90 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. |
Tool | ![]() 2.0 T5 torque charm [Ego] Psionic Teleport randomly (rad 66) Puts all charms on 27 cooldown 100% to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +10 Cun +10 Dex dps ---------- Acc +14 (+3 eff.) ----- def ----- Max.HP +78.00 HP.reg +1.70 Heal.mod +25% Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +8 Cun +7 Dex dps ---------- Melee+ 19 bleed Ranged+ 25 bleed Acc +14 (+3 eff.) On Hit (Melee): * 16% chance to cause random gloom On Hit (Ranged): * 17% chance to cause random gloom ---------- misc Hate/m.crit +3.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 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 neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Cun +7 Con ----- def ----- Resists +30% blight +9% temporal +25% nature +6% mind Heal.mod +30% Poison- +49% Disease- +50% Cut- +80% ---------- misc Psi/ret +0.12 Hate/m.crit +3.00 Max.psi +30.00 Masteries +0.40 Technique/Shield offense +0.40 Wild-gift/Storm drake aspect Heal: Puts all charms on 32 cooldown Level 1.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 305 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 162% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 54 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +7 Wil +7 Cun dps ---------- Res.pen +10% fire Melee Ret 4 light ----- def ----- Defense +23 (+8 eff.) Resists +15% lightning +14% temporal +9% nature +6% darkness D.Red.from +41% Summoned Phys.save +18 (+5 eff.) Spell.save +30 (+8 eff.) Mind.save +20 (+5 eff.) Stealth +15 ---------- misc Light +2 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor [Unique] Nature When used to Attack: Power 164% Range: 1.2x Uses 40% Wil, 100% Str Dmg Light Acc+ +2.5% procs dam / acc Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+6 eff.) Rng.Def +17 (+5 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +5 Block Send out a range 7 beam, lighting its path and dealing 72.86 to 91.08 light damage (based on Willpower and Cunning). Uses 11 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +21% acid +10% lightning +6% darkness +10% fire +20% blight +19% cold +19% nature +6% light Crit.dmg- 17.00% Max.HP +51.00 HP.reg +3.00 Heal.mod +30% ---------- 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. This object's appearance was changed to Ureslak's Molted Scales. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) Melee Ret Eff: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 14 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 16 Armour, 23 Defense and your attacks will gain 47% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 324 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 638 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 25% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -888 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -775 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 12 turns. While Heroism is active, you will only die when reaching -806 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 12 turns. While Heroism is active, you will only die when reaching -888 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -793 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 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. |
![]() 0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +17 Dex +10 Wil +5 Con ----- def ----- Resists +6% blight +5% arcane Phys.save +26 (+7 eff.) Max.HP +112.00 HP.reg +2.70 Heal.mod +15% ---------- misc Max.stam +15.00 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +17% Acc +9 (+2 eff.) ----- def ----- Armour +6 Defense +16 (+6 eff.) Rng.Def +6 (+2 eff.) Resists +6% lightning Mind.save +9 (+2 eff.) Stun/Frz- +20% Knockbk- +25% Blinding Speed: Puts all charms on 36 cooldown Level 2.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 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/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Finishing moves +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Shield defense +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Pugilism +0.30 Technique/Superiority +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/Combat techniques +0.30 Technique/Archery excellence +0.30 Technique/Unarmed training +0.30 Technique/Grappling +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. |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +63.00 HP.reg +1.30 Heal.mod +19% Rings can have magical properties. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 154% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 19 bleeding, 64% reduced healing While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +14 (+4 eff.) Acc +15 (+4 eff.) ----- def ----- Defense +15 (+5 eff.) Disarm- +50% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Master/Psionic Power 170% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +19 mind On Hit: * 30% chance to cause random gloom While equipped: Stats +5 Cun +6 Wil Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 170% Range: 1.4x Uses 40% Wil, 100% Str Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 7.0 T5 shield armor [Unique] Nature/Disrupt When used to Attack: Power 164% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+6 eff.) Rng.Def +12 (+4 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+6 eff.) Disease- +60% ---------- misc Talents +5 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 22 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 T5 shield armor [Rare] Psionic When used to Attack: Power 184% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +195 On Hit.r1 +20 lightning While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% mind Melee Ret 8 lightning 20 mind On Hit (Melee): * 15% chance to cause random gloom Melee Ret Eff: * 22% chance to cause random gloom ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +9% lightning ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 9.0 T5 light armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +10% mind Mind.save +24 (+6 eff.) Max.HP +58.00 HP.reg +15.00 Heal.mod +23% A suit of armour made of leather. |
![]() 17.0 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 23 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 12 acid On Hit (Melee): * 30% chance to daze at end of turn * 32% chance to corrode armour by 30% ----- def ----- Armour +25 Defense +9 (+3 eff.) Fatigue +16% Resists +30% lightning +6% acid Phys.save +15 (+4 eff.) HP.reg +7.20 ---------- misc Stam/turn +2.50 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +8 Cun +5 Wil dps ---------- Mind.crit +9% Melee Ret 16 light On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +9 (+3 eff.) Resists +3% acid +3% cold +5% arcane Phys.save +7 (+2 eff.) Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness -30% arcane +20% fire +20% nature +20% cold Res.Cap +10% lightning +10% darkness -30% arcane +10% fire +10% nature +10% cold Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 45 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 3.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 Max.psi +20.00 Telepathy Humanoid/Orc Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +18 Defense +18 (+6 eff.) Fatigue +3% Resists +12% nature Phys.save +39 (+10 eff.) Heal.mod +20% Evasion: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Dex dps ---------- Phys.crit +5.0% Phys.pwr +12 (+3 eff.) Dmg.mod +9% blight Res.pen +12% physical Acc +10 (+2 eff.) Melee Ret 8 arcane ----- def ----- Armour +5 Defense +25 (+9 eff.) Fatigue +4% Resists +13% lightning +14% temporal Phys.save +30 (+8 eff.) Spell.save +9 (+3 eff.) Heal.mod +20% Evasion: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Rare] Psionic While equipped: Stats +5 Dex +3 Cun +9 Con dps ---------- Melee+ 10 mind Dmg.mod +5% mind +12% fire ----- def ----- Armour +2 Fatigue -6% Resists +7% mind ---------- misc Light +3 Unarmed combat: Power 122% Range: 1.4x Uses 40% Wil, 40% Str, 40% Cun 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +11 mind On Hit: 20% Psychic Lobotomy 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Ego+] Nature/Master While equipped: Stats +6 Con dps ---------- Melee+ 11 physical Dmg.mod +8% physical ----- def ----- Armour +10 Phys.save +23 (+6 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+2 eff.) Disarm- +34% Unarmed combat: Power 131% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +29 physical On Hit.r1 +11 physical On Crit.r2 +8 physical On Hit: 10% Juggernaut 1 On Hit: 10% Sand Breath 5 Juggernaut: (Instant) Puts all charms on 27 cooldown Level 4.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +18% acid Res.pen +15% acid ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +3% fire +9% light +9% physical Crit.dmg- 10.00% Phys.save +9 (+2 eff.) Silence- +10% Knockbk- +10% A cap made of leather. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+3 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 27 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% fire +10% physical ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.9 Pwr.cost 41 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 6. The sound wave is so strong, your foes also take 201.06 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Str +14 Dex +2 Wil +4 Cun dps ---------- Res.pen +5% darkness Apr +8 Melee Ret 10 physical On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +13 Defense +8 (+3 eff.) Fatigue +5% Resists +9% nature +9% cold +3% light +7% all Phys.save +14 (+4 eff.) Spell.save +30 (+8 eff.) ---------- misc Telepathy Dragon Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 443.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Steel Helm of Garkul. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +20% physical Acc +2 (+0 eff.) ----- def ----- Armour +2 Max.HP +41.00 HP.reg +0.60 Heal.mod +10% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Ego+] Nature While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +9 (+3 eff.) ----- def ----- Max.HP +67.00 ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +19.00% Phys.pwr +8 (+2 eff.) ----- def ----- Defense +15 (+5 eff.) Phys.save +20 (+5 eff.) Spell.save +19 (+5 eff.) Mind.save +20 (+5 eff.) ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 72 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T5 digger tool [Ego] Master While equipped: Stats +3 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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. |
![]() 0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 1/1 This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 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. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 271.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 23 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 33) Puts all charms on 33 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 95 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 115 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 211 for 7 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 147 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +4 Str +1 Dex dps ---------- Phys.pwr +4 (+1 eff.) Melee Ret 4 physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Phys.save +12 (+3 eff.) ---------- misc Wards +2 physical +3 mind +4 darkness Talents +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 383 for 7 turns Puts all charms on 32 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+1 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 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 32 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +10% darkness Melee Ret 8 darkness ----- def ----- Resists +9% light +6% temporal ---------- misc Wards +5 acid +3 nature +3 light Talents +3 Rushing Claws +1 Ward Cooldown Rushing Claws -1 Remove up to 6 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature While equipped: ---------- misc Talents +5 Rushing Claws Cooldown Rushing Claws -1 Remove up to 5 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 109 and armour hardiness by 70% Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Yorbo the Yeek Wyrmic level 32
24th Regrowth 124th year of Ascendancy at 22:44 see stats
By Yorbo the Yeek Wyrmic level 43
4th Haze 124th year of Ascendancy at 18:42 see stats
By Yorbo the Yeek Wyrmic level 50
18th Pyre 125th year of Ascendancy at 11:42 see stats
By Yorbo the Yeek Wyrmic level 31
1st Regrowth 124th year of Ascendancy at 13:31 see stats
By Yorbo the Yeek Wyrmic level 20
53rd Regrowth 123rd year of Ascendancy at 20:04 see stats
By Yorbo the Yeek Wyrmic level 37
58th Pyre 124th year of Ascendancy at 09:47 see stats
By Yorbo the Yeek Wyrmic level 48
31st Regrowth 125th year of Ascendancy at 11:01 see stats
By Yorbo the Yeek Wyrmic level 35
65th Regrowth 124th year of Ascendancy at 15:23 see stats
By Yorbo the Yeek Wyrmic level 50
32nd Pyre 125th year of Ascendancy at 23:41 see stats
By Yorbo the Yeek Wyrmic level 9
6th Flare 122nd year of Ascendancy at 08:17 see stats
By Yorbo the Yeek Wyrmic level 50
61st Regrowth 125th year of Ascendancy at 01:22 see stats
By Yorbo the Yeek Wyrmic level 50
63rd Dusk 125th year of Ascendancy at 09:01 see stats
By Yorbo the Yeek Wyrmic level 34
61st Regrowth 124th year of Ascendancy at 05:52 see stats
By Yorbo the Yeek Wyrmic level 21
21st Pyre 123rd year of Ascendancy at 15:01 see stats
By Yorbo the Yeek Wyrmic level 32
19th Regrowth 124th year of Ascendancy at 19:09 see stats
By Yorbo the Yeek Wyrmic level 50
18th Pyre 125th year of Ascendancy at 02:11 see stats
By Yorbo the Yeek Wyrmic level 50
63rd Dusk 125th year of Ascendancy at 23:44 see stats
By Yorbo the Yeek Wyrmic level 27
40th Haze 123rd year of Ascendancy at 15:35 see stats
By Yorbo the Yeek Wyrmic level 10
67th Dusk 122nd year of Ascendancy at 00:10 see stats
By Yorbo the Yeek Wyrmic level 20
42nd Regrowth 123rd year of Ascendancy at 19:36 see stats
By Yorbo the Yeek Wyrmic level 30
8th Allure 124th year of Ascendancy at 23:17 see stats
By Yorbo the Yeek Wyrmic level 40
12nd Dusk 124th year of Ascendancy at 13:10 see stats
By Yorbo the Yeek Wyrmic level 50
53rd Regrowth 125th year of Ascendancy at 23:29 see stats
By Yorbo the Yeek Wyrmic level 50
15th Pyre 125th year of Ascendancy at 03:58 see stats
By Yorbo the Yeek Wyrmic level 50
71st Regrowth 125th year of Ascendancy at 08:37 see stats
By Yorbo the Yeek Wyrmic level 18
15th Regrowth 123rd year of Ascendancy at 06:33 see stats
By Yorbo the Yeek Wyrmic level 46
3rd Decay 124th year of Ascendancy at 14:58 see stats
By Yorbo the Yeek Wyrmic level 50
64th Regrowth 125th year of Ascendancy at 05:53 see stats
By Yorbo the Yeek Wyrmic level 30
9th Allure 124th year of Ascendancy at 17:26 see stats
By Yorbo the Yeek Wyrmic level 35
61st Regrowth 124th year of Ascendancy at 17:23 see stats
By Yorbo the Yeek Wyrmic level 50
16th Dusk 125th year of Ascendancy at 20:26 see stats
By Yorbo the Yeek Wyrmic level 29
8th Allure 124th year of Ascendancy at 20:43 see stats
By Yorbo the Yeek Wyrmic level 43
4th Haze 124th year of Ascendancy at 18:42 see stats
By Yorbo the Yeek Wyrmic level 20
15th Pyre 123rd year of Ascendancy at 04:09 see stats
By Yorbo the Yeek Wyrmic level 50
13rd Haze 125th year of Ascendancy at 00:15 see stats
By Yorbo the Yeek Wyrmic level 38
3rd Mirth 124th year of Ascendancy at 00:01 see stats
By Yorbo the Yeek Wyrmic level 28
78th Haze 123rd year of Ascendancy at 23:42 see stats
By Yorbo the Yeek Wyrmic level 20
44th Regrowth 123rd year of Ascendancy at 12:06 see stats
By Yorbo the Yeek Wyrmic level 50
13rd Haze 125th year of Ascendancy at 11:58 see stats
By Yorbo the Yeek Wyrmic level 30
10th Allure 124th year of Ascendancy at 21:01 see stats
Log
Elandar killed Yeek mindslayer!
Elandar killed Yeek mindslayer!
Elandar casts Flame.
Yorbo's mind surges with critical power!
Yorbo is invigorated by the attack!
Yorbo is on fire!
Elandar hits Yorbo for 325 fire damage.
Yorbo is invigorated by the attack!
Yorbo stops regenerating health quickly.
Burning from Elandar hits Yorbo for 85 fire damage.
Yorbo is invigorated by the attack!
Yorbo feels pain again.
Ghoul receives 168 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Yorbo for 15 blight damage.
You pickup 0.60 gold pieces.
Elandar casts Manathrust.
Yorbo's mind surges with critical power!
Yorbo is invigorated by the attack!
Elandar hits Yorbo for 723 arcane damage.
Yorbo's mind surges with critical power!
Yorbo is invigorated by the attack!
Talent Static Field is ready to use.
Burning from Elandar hits Yorbo for 131 fire damage.
Ghoul's purging blight area effect hits Elandar for 44 blight damage.
Ghoul receives 168 healing from Ghoul's purging blight area effect.
Elandar casts Starfall.
Elandar's spell attains critical power!
Saving game...