











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
cauterize counter 1.2.5Shows a count of spells cast and damage taken in the Cauterize prodigy display Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack 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.) ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. QuickTome: Orb of Communication 1.3.1 Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 50 / 746% |
| Size | small |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 104 (base 46) |
| Dexterity | 75 (base 60) |
| Constitution | 72 (base 29) |
| Magic | 46 (base 28) |
| Willpower | 48 (base 16) |
| Cunning | 78 (base 60) |
Resources
| Life | 1387/1387 |
| Psi | 133/138 |
| Stamina | 238/250 |
| Equilibrium | 20 |
| Healing Factor | 1.4842975206612 |
| Regeneration | 0.37107438016529 |
Speed
| Mental | +15% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 40.606190251377 |
| See Invisible | 40.606190251377 |
Offense: Mainhand
| Damage | 135 |
| Accuracy | 76 |
| Crit Chance | 79% |
| APR | 22 |
| Speed | 0.61 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13.666666666667 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +67% |
| Light | +17% |
| All | +7% |
Offense: Damage Penetration
| Physical | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 99.235359554753 (100%) |
| Defense | 45 |
| Ranged Defense | 49 |
| Fatigue | 32 |
| Physical Save | 61 |
| Spell Save | 59 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 62%( 70%) |
| Blight | + 68%( 70%) |
| Arcane | + 51%( 70%) |
| Cold | + 58%( 70%) |
| All | + 30%( 70%) |
| Darkness | + 54%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 62%( 70%) |
| Lightning | + 40%( 70%) |
| Physical | + 54%( 70%) |
| Mind | + 48%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 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 13 for 7 turns. While Heroism is active, you will only die when reaching -529 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 714% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Archery training | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Agility | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Rapid Shot |
| talent | Venomous Ammunition |
| talent | Precise Strikes |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)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 Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)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 Wrathroot. * 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Possessed. | 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 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: 1356. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, 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. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * 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 to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 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. |
| Quiver | Machine Gun Bullets (60/60, 164% power, 7 apr)3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 165% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Apr +7 Crit +22.0% Capacity 60 Proj.spd +200% Ranged+ +33 lightning +18 darkness +12 nature +13 mind On Crit.r2 +15 lightning +8 physical On Hit: * Slows global speed by 40% * 20% chance to torment the target On Crit: * cripple the target While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (105 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) =.5Str=3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. The set is complete. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Melee+ 5 % chance to summon an orc spirit Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 161.57 arcane damage and stunned). Uses 60 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 | The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 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 21 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | 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 (+1 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. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. The set is complete. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+5 eff.) Die.at -100.00 life Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.6 Pwr.cost 6 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 477.80 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
| In main hand | Nithan's Force4.0 T5 sling 1H weapon [Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.2 Pwr.cost 10 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 253% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
| Around waist | Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Temporal Rift (8 def, 4 armour, 100% power, 325 block)7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 162% Range: 1.2x Uses 70% Mag, 100% Str Dmg Temporal Acc+ +2.5% procs dam / acc Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+1 eff.) ----- def ----- Armour +4 Defense +8 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+5 eff.) Proj.slow +50% ---------- misc Talents +5 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 227.91 cold damage and condensing the air into freezing vapors that deal 75.97 cold damage (based on Magic) each turn for 10 turns. Uses 18 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 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 (+3 eff.) Mind.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 9 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 8 Armour, 12 Defense and your attacks will gain 35% 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
healing infusion (heal 66)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 23%; cure magical)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 effect and reduce all damage taken by 23% for 6 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 Press to compare to your current inscriptions |
wild infusion of the sneak (resist 34%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 effect and reduce all damage taken by 34% for 5 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 Press to compare to your current inscriptions |
movement infusion of the sneak (608% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 608% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 Press to compare to your current inscriptions |
movement infusion of the warrior (775% speed; 6 turns)0.1 T2 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 775% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 Press to compare to your current inscriptions |
movement infusion of the warrior (682% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 682% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 Press to compare to your current inscriptions |
manasurge rune (1585% regen over 10 turns; 79 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1585% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 13; power 40; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 1.6 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 242 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+1 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+2 eff.) Unleash a destructive wail, destroying terrain and dealing 647.96 physical damage (based on Magic) in a radius of 3. Uses 36 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+1 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. |
Manyrab the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +10 Dex +7 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% Resists +9% acid +6% darkness +19% blight +3% cold +21% nature Spell.save +13 (+3 eff.) HP.reg +0.90 Poison- +25% Disease- +21% ---------- misc Stam/turn +1.10 Amulets can have magical properties. |
serendipitous voratun amulet of perfection (0.36 Cunning / Survival,0.36 Technique / Munitions)0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Lck dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +8 (+3 eff.) Unseen.red 20% ---------- misc Masteries +0.36 Cunning/Survival +0.36 Technique/Munitions Amulets can have magical properties. |
starseer's voratun amulet of strength (+3)0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Str +5 Mag dps ---------- Spell.crit +5% Spell.pwr +3 (+0 eff.) Dmg.mod +5% darkness +6% temporal +4% light +6% physical Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Hanokhad the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +12% cold Acc +6 (+2 eff.) ----- def ----- Armour +4 Resists +24% cold Spell.save +12 (+3 eff.) Max.HP +52.00 HP.reg +0.90 Heal.mod +17% ---------- misc Max.stam +10.00 Rings can have magical properties. |
Isamithra0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +4 Resists +3% physical Die.at -60.00 life Blind- +20% Poison- +10% Knockbk- +20% Rings can have magical properties. |
steel ring 'Neryrima'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +3% On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% blight Spell.save +3 (+1 eff.) Max.HP +29.00 Disarm- +27% Pinning- +24% Knockbk- +20% Rings can have magical properties. |
Neretta the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +6.00% Dmg.mod +16% nature ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +32% nature Die.at -80.00 life Heal.mod +25% Rings can have magical properties. |
Ragorand =.6Str=0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Str +3 Dex +2 Mag +3 Wil +4 Cun +1 Con ----- def ----- Crit.dmg- 10.00% Blind- +25% ---------- misc Infravis +5 See.Stealth +13 See.Invis +10 Rings can have magical properties. |
Sileda the Hellsbreaker =.20Enc=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +2 Mag +4 Wil dps ---------- Dmg.mod +9% fire ----- def ----- Fatigue -7% Resists +3% fire ---------- misc Max.enc +20 Rings can have magical properties. |
Eilinyta the stralite ring =.5Mag=0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +8 Con +5 Mag dps ---------- Dmg.mod +17% blight ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +17% blight ---------- misc Light +2 See.Invis +6 Rings can have magical properties. |
Kokhad the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Mag +2 Wil +1 Cun +3 Con dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +17 (+2 eff.) Mind.pwr +10 (+3 eff.) S.pwr/crit +4 Res.pen +5% blight ----- def ----- Spell.save +14 (+3 eff.) Max.HP +44.00 Disarm- +30% Pinning- +42% Knockbk- +29% ---------- misc Max.stam +21.00 Rings can have magical properties. |
gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +8 (+1 eff.) Rings can have magical properties. |
stralite ring0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
pixie's voratun ring =.5Mag=0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.pwr +10 (+1 eff.) Rings can have magical properties. |
greater dragonbone magestaff of greater warding (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +21 (+2 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ----- def ----- Armour +12 Defense +12 (+4 eff.) ---------- misc Wards +3 lightning +3 cold +3 arcane +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone vilestaff (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) S.pwr/crit +8 Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery 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 (+5 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 120 power out of 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." |
insidious voratun battleaxe of rage (167% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 168% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +58 insidious poison While equipped: Stats +2 Str dps ---------- Dmg.mod +17% physical Acc +17 (+4 eff.) ---------- misc Stam/ret +4.00 Massive two-handed battleaxes. |
Borosk's Hate (172% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Isira (176% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Disrupt/Master Power 176% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 44% chance to cause random gloom * Slows global speed by 24% * 49% chance to daze at end of turn * leeches stamina from the target While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +15 Con dps ---------- Phys.pwr +21 (+2 eff.) Res.pen +17% lightning +21% physical Apr +3 Melee Ret 27 nature slow ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +9% temporal Die.at -20.00 life Disease- +10% Disarm- +49% Massive two-handed swords. |
arcing orichalcum trident of torment (162% power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane/Psionic Power 162% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +23 lightning On Hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target While equipped: dps ---------- Res.pen +16% mind +21% darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
voratun longsword of amnesia (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Psionic Power 153% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Sharp, long, and deadly. |
thunderous voratun mace of evisceration (157% power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 157% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 27% chance to daze at end of turn On Crit: * wounds the target for 7 turns: 10 bleeding, 43% reduced healing While equipped: Stats +3 Str +2 Dex +3 Mag +3 Wil +4 Cun +3 Con dps ---------- Phys.crit +11.0% Phys.pwr +11 (+1 eff.) Res.pen +9% lightning Blunt and deadly. |
balanced voratun waraxe of massacre (166% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Master Power 166% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +13 (+5 eff.) Disarm- +36% One-handed war axes. |
glacial voratun waraxe of erosion (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature Power 152% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 nature +20 temporal On Crit.r2 +12 ice While equipped: dps ---------- Res.pen +12% cold ----- def ----- Armour +15 One-handed war axes. |
inquisitor's voratun dagger of massacre (153% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Disrupt/Master Power 153% Range: 1.3x Uses 45% Dex, 50% Mag, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 19 arcane resource burn On Crit: * burns latent spell energy Sharp, short and deadly. |
thought-forged voratun dagger of the leech (146% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Disrupt/Psionic Power 146% Range: 1.3x Uses 45% Dex, 50% Mag, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +10 mind On Hit: * 14% chance to cause random gloom * Slows global speed by 16% * leeches stamina from the target While equipped: Stats +3 Cun +4 Wil dps ---------- Melee Ret 12 nature slow Sharp, short and deadly. |
projecting living mindstar of flames (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. This natural fire should be returned to the wyrm. Power 114% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +4% Dmg.mod +19% lightning +36% fire +23% cold Res.pen +12% fire Melee Ret 14 fire ----- def ----- Resists +17% fire ---------- misc Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
dragonbone longbow 'Umbrabutcher'4.0 T5 longbow 2H weapon [Random Unique] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Crit.r2 +4 darkness On Hit: 10% Shoot 1 On Hit: * 42% chance to inflict 15% damage reduction While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +10% darkness +62% physical Phasing +176% ----- def ----- Resists +5% arcane Longbows are used to shoot arrows at your foes. |
throat-seeking dragonbone longbow4.0 T5 longbow 2H weapon [Ego+] Disrupt Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +12 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +23% nature Longbows are used to shoot arrows at your foes. |
throat-seeking dragonbone longbow of nature4.0 T5 longbow 2H weapon [Ego++] Nature/Disrupt Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +73 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +41% nature ----- def ----- Resists +12% all Longbows are used to shoot arrows at your foes. |
thunderous dragonbone longbow of true flight4.0 T5 longbow 2H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: * 29% chance to daze at end of turn While equipped: Stats +5 Str +5 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Phys.crit +17.0% Res.pen +20% lightning Acc +14 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Betatira the pouch of stralite shots (18/18, 169% power, 5 apr)3.0 T4 shot ammo [Random Unique] Master Power 169% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Acc +13 Apr +5 Crit +18.5% Capacity 18 Ranged+ +8 blight +12 arcane On Hit.r1 +4 mind +8 blight On Crit.r2 +4 blight On Hit: * 20% chance to cause random gloom * 20% chance to disease On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
inquisitor's pouch of voratun shots (24/24, 166% power, 6 apr)3.0 T5 shot ammo [Ego+] Disrupt Power 166% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 24 Ranged+ +23 manaburn arcane On Crit: * burns latent spell energy Shots are used with slings to pummel your foes to death. |
Shieldsmaiden (5 def, 20 armour, 100% power, 150 block)7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 50% Mag, 100% Str Dmg Ice Acc+ +2.5% procs dam / acc Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+4 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Summertide (17 def, 15 armour, 100% power, 260 block)7.0 T5 shield armor [Unique] Nature When used to Attack: Power 164% Range: 1.2x Uses 50% Mag, 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 (+3 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 +12% mind +10% fire +20% light +15% darkness Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +5 Block Send out a range 7 beam, lighting its path and dealing 58.03 to 72.54 light damage (based on Willpower and Cunning). Uses 8 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
impervious voratun shield of acid resistance (+27%) (12 def, 10 armour, 100% power, 262.5 block)7.0 T5 shield armor [Ego+] Master When used to Attack: Power 180% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +262 While equipped: Stats +4 Con ----- def ----- Armour +10 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +27% acid Phys.save +9 (+2 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
fearwoven elven-silk robe of life (5 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +9 (+3 eff.) Dmg.mod +11% darkness +15% physical Res.pen +20% darkness +18% physical ----- def ----- Defense +5 (+2 eff.) Resists +12% blight Max.HP +57.00 HP.reg +3.50 Heal.mod +20% ---------- misc Max.hate +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of alchemy (5 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +7 Cun dps ---------- Crit.mult +16.00% Dmg.mod +13% acid +13% physical +9% fire +10% cold ----- def ----- Defense +5 (+2 eff.) Resists +17% acid +20% physical +17% fire +16% cold ---------- misc Hate/m.crit +5.00 Psi/m.crit +4.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing drakeskin leather armour of cold resistance (5 def, 8 armour)9.0 T5 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +20% blight +29% cold +16% nature A suit of armour made of leather. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+4 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
hardened voratun plate armour (9 def, 24 armour)17.0 T5 massive armor [Ego+] Master While equipped: ----- def ----- Armour +24 Defense +9 (+3 eff.) Fatigue +26% Resists +10% acid +11% physical +8% cold +11% lightning +10% fire A suit of armour made of metal plates. |
searing voratun plate armour of command (23 def, 25 armour)17.0 T5 massive armor [Ego++] Arcane/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 18 acid 23 fire Melee Ret 14 acid 14 fire ----- def ----- Armour +25 Defense +23 (+8 eff.) Fatigue +26% Resists +25% acid +19% fire Mind.save +17 (+5 eff.) A suit of armour made of metal plates. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Layabrelrawe'1.0 T3 belt armor [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Resists +15% acid +11% blight Phys.save +9 (+2 eff.) Spell.save +10 (+2 eff.) Die.at -60.00 life Max.HP +40.00 ---------- misc Size +1 A belt that goes around your waist. |
Erelatir (2 def, 0 armour) =.Demon=2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Mag +7 Wil +5 Cun +2 Con dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) ---------- misc See.Invis +12 Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Hanayantir the Pitchnaught (30 def, 5 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Mag dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +5 Defense +30 (+10 eff.) Rng.Def +9 (+3 eff.) Fatigue +3% Phys.save +11 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +8 (+3 eff.) Evasion: (Instant) Puts all charms on 18 cooldown Level 4.8 Pwr.cost 18 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 35% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: dps ---------- Res.pen +17% darkness +20% temporal ----- def ----- Armour +5 Fatigue +5% Resists +27% darkness +23% temporal Phys.save +15 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +14 (+4 eff.) Def/telep +30 Res/telep +18% Dur/telep +21% A pair of boots made of leather. |
blightbringer's pair of voratun boots of evasion (24 def, 5 armour)3.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +8 Mag dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +9% acid +9% blight ----- def ----- Armour +5 Defense +24 (+8 eff.) Fatigue +4% Disease- +50% Evasion: (Instant) Puts all charms on 18 cooldown Level 4.8 Pwr.cost 18 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 35% chance to evade melee and ranged attacks and 43 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. |
brawler's hardened leather gloves of magic (+3) (0 def, 2 armour) =.4Mag=1.0 T3 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Dex +4 Mag +4 Cun dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Phys.save +8 (+2 eff.) ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+1 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Earthquake: Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 33.84 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
brawler's voratun gauntlets of strength (+8) (0 def, 3 armour)1.5 T5 hands armor [Ego+] Master While equipped: Stats +8 Str +4 Dex +4 Cun dps ---------- Phys.pwr +11 (+1 eff.) ----- def ----- Armour +3 Phys.save +13 (+3 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
storm voratun gauntlets of strength (+5) (0 def, 3 armour)1.5 T5 hands armor [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +20 (+1 eff.) Melee+ 13 lightning Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +9% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
aegis elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Shield.pwr +7% HP.reg +4.50 A pointy cloth hat, very wizardly... |
eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane While equipped: Stats +7 Mag +5 Con dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +14% arcane ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +2.10 Mana/ret +2.70 Max.mana +90.00 Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 5.0 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Crown of the Elements (0 def, 5 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+3 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+7 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 18 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." |
bladed drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +4 Str dps ---------- Melee Ret 8 physical ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 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 1105.6 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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 cap made of leather. |
stabilizing drakeskin leather cap of strength (+8) (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +8 Str ----- def ----- Armour +5 Fatigue +5% Phys.save +25 (+6 eff.) A cap made of leather. |
Rhedunarim the Prismthorn (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +9% lightning +12% cold +8% nature +15% fire Spell.save +6 (+1 eff.) Die.at -40.00 life Max.HP +58.00 Heal.mod +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +12% fire +14% lightning +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic voratun helm of strength (+9) (0 def, 5 armour)3.0 T5 head armor [Ego] Nature/Master While equipped: Stats +9 Str ----- def ----- Armour +5 Fatigue +5% Resists +16% light +20% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
watchleader's dwarven lantern of health1.0 T5 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +53.00 Blind- +38% Confus- +21% ---------- misc Light +9 See.Stealth +20 See.Invis +12 Track: Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 44 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+1 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 48 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.62 cold damage and 13.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
dwarven-steel pickaxe of wreckage (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 16 cooldown Level 3.9 Pwr.cost 16 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Communication0.0 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. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 410.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
striking dragonbone wand of conjuration [power 427] (6 cooldown)2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 214 to 427 Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Andor "Machine Gun" the Halfling Archer level 28
41st Pyre 123rd year of Ascendancy at 06:49 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Andor "Machine Gun" the Halfling Archer level 19
58th Regrowth 123rd year of Ascendancy at 05:39 see stats
Against all odds
Killed Ukruk in the ambush.By Andor "Machine Gun" the Halfling Archer level 27
25th Pyre 123rd year of Ascendancy at 21:02 see stats
Arachnophobia
Destroyed the spydric menace.By Andor "Machine Gun" the Halfling Archer level 40
43rd Regrowth 124th year of Ascendancy at 05:34 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Andor "Machine Gun" the Halfling Archer level 40
41st Regrowth 124th year of Ascendancy at 15:53 see stats
Brave new world
Went to the Far East and took part in the war.By Andor "Machine Gun" the Halfling Archer level 32
68th Dusk 123rd year of Ascendancy at 02:37 see stats
Clone War
Destroyed your own Shade.By Andor "Machine Gun" the Halfling Archer level 46
50th Pyre 124th year of Ascendancy at 23:38 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Andor "Machine Gun" the Halfling Archer level 17
1st Haze 122nd year of Ascendancy at 13:46 see stats
Destroyer of the creation
Killed Slasul.By Andor "Machine Gun" the Halfling Archer level 34
13rd Haze 123rd year of Ascendancy at 02:38 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Andor "Machine Gun" the Halfling Archer level 30
67th Pyre 123rd year of Ascendancy at 17:51 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Andor "Machine Gun" the Halfling Archer level 47
57th Pyre 124th year of Ascendancy at 09:03 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Andor "Machine Gun" the Halfling Archer level 28
51st Pyre 123rd year of Ascendancy at 23:05 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Andor "Machine Gun" the Halfling Archer level 50
72nd Pyre 124th year of Ascendancy at 10:53 see stats
Exterminator
Killed 1000 creatures.By Andor "Machine Gun" the Halfling Archer level 17
5th Haze 122nd year of Ascendancy at 15:47 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Andor "Machine Gun" the Halfling Archer level 28
51st Pyre 123rd year of Ascendancy at 20:08 see stats
Fear me not!
Survived the Fearscape!By Andor "Machine Gun" the Halfling Archer level 31
51st Dusk 123rd year of Ascendancy at 20:57 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Andor "Machine Gun" the Halfling Archer level 48
65th Pyre 124th year of Ascendancy at 14:15 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Andor "Machine Gun" the Halfling Archer level 35
13rd Haze 123rd year of Ascendancy at 05:45 see stats
Guiding Hand
Saved all escorted adventurers.By Andor "Machine Gun" the Halfling Archer level 29
61st Pyre 123rd year of Ascendancy at 20:27 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Andor "Machine Gun" the Halfling Archer level 16
74th Dusk 122nd year of Ascendancy at 00:13 see stats
Level 10
Got a character to level 10.By Andor "Machine Gun" the Halfling Archer level 10
4th Flare 122nd year of Ascendancy at 22:01 see stats
Level 20
Got a character to level 20.By Andor "Machine Gun" the Halfling Archer level 20
1st Time of Balance 123rd year of Ascendancy at 08:14 see stats
Level 30
Got a character to level 30.By Andor "Machine Gun" the Halfling Archer level 30
66th Pyre 123rd year of Ascendancy at 02:46 see stats
Level 40
Got a character to level 40.By Andor "Machine Gun" the Halfling Archer level 40
41st Regrowth 124th year of Ascendancy at 13:22 see stats
Level 50
Got a character to level 50.By Andor "Machine Gun" the Halfling Archer level 50
72nd Pyre 124th year of Ascendancy at 07:41 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Andor "Machine Gun" the Halfling Archer level 28
41st Pyre 123rd year of Ascendancy at 11:45 see stats
Orcrist
Killed the leaders of the Orc Pride.By Andor "Machine Gun" the Halfling Archer level 47
60th Pyre 124th year of Ascendancy at 07:08 see stats
Portal master
Fought the two Sorcerers and closed four invocation portals.By Andor "Machine Gun" the Halfling Archer level 50
72nd Pyre 124th year of Ascendancy at 10:53 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Andor "Machine Gun" the Halfling Archer level 42
1st Time of Balance 124th year of Ascendancy at 17:05 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Andor "Machine Gun" the Halfling Archer level 17
5th Haze 122nd year of Ascendancy at 23:43 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Andor "Machine Gun" the Halfling Archer level 28
31st Pyre 123rd year of Ascendancy at 07:34 see stats
Size matters
Did over 600 damage in one attack.By Andor "Machine Gun" the Halfling Archer level 35
13rd Haze 123rd year of Ascendancy at 05:54 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Andor "Machine Gun" the Halfling Archer level 31
65th Dusk 123rd year of Ascendancy at 01:26 see stats
The Arena
Unlocked Arena mode.By Andor "Machine Gun" the Halfling Archer level 10
6th Dusk 122nd year of Ascendancy at 19:00 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Andor "Machine Gun" the Halfling Archer level 19
58th Regrowth 123rd year of Ascendancy at 05:39 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Andor "Machine Gun" the Halfling Archer level 30
41st Dusk 123rd year of Ascendancy at 12:28 see stats
The secret city
Discovered the truth about mages.By Andor "Machine Gun" the Halfling Archer level 6
7th Mirth 122nd year of Ascendancy at 06:51 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Andor "Machine Gun" the Halfling Archer level 35
20th Haze 123rd year of Ascendancy at 08:36 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Andor "Machine Gun" the Halfling Archer level 28
29th Pyre 123rd year of Ascendancy at 12:56 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Andor "Machine Gun" the Halfling Archer level 17
17th Haze 122nd year of Ascendancy at 14:25 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Andor "Machine Gun" the Halfling Archer level 26
24th Pyre 123rd year of Ascendancy at 23:45 see stats
Log
Talent Enhanced Munitions is ready to use.
Talent Infusion: Movement is ready to use.
Talent Trueshot is ready to use.
Talent Luck of the Little Folk is ready to use.
Talent Indomitable is ready to use.
Talent Perfect Strike is ready to use.
Rested for 56 turns (stop reason: all resources and life at maximum).
Andor "Machine Gun" picks up (D.): greater dragonbone magestaff of greater warding (136% power, 6 apr, cold element).
You pickup 2.40 gold pieces.
You pickup 0.75 gold pieces.
You pickup 3.40 gold pieces.
Ran for 5 turns (stop reason: interesting terrain).
Andor "Machine Gun" picks up ( .): stabilizing drakeskin leather cap of strength (+8) (0 def, 5 armour).
Andor "Machine Gun" picks up ( .): brawler's voratun gauntlets of strength (+8) (0 def, 3 armour).
Andor "Machine Gun" picks up (K.): voratun longsword of amnesia (153% power, 6 apr).
Ran for 10 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: didn't move).
Andor "Machine Gun" picks up (2.): cleansing drakeskin leather armour of cold resistance (5 def, 8 armour).
Pearl of Life and Death is not wearable.
Andor "Machine Gun" deactivates Precise Strikes.
Andor "Machine Gun" deactivates Rapid Shot.
Andor "Machine Gun" deactivates Venomous Ammunition.








































































































































