

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.5Quality 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. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 50 / 3824% |
| Size | huge |
| Lifes / Deaths | Killed by Arygara the corrupted protoplasmic controller at level 33 on the 10th Regrowth 123rd year of Ascendancy at 07:04 4 / 3Killed by Jaeri the champion of Urh'Rok at level 50 on the 66th Dusk 123rd year of Ascendancy at 18:29 Killed by Jaeri the champion of Urh'Rok at level 50 on the 66th Dusk 123rd year of Ascendancy at 20:21 |
Primary Stats
| Strength | 177 (base 60) |
| Dexterity | 121 (base 60) |
| Constitution | 93 (base 38) |
| Magic | 38 (base 10) |
| Willpower | 59 (base 13) |
| Cunning | 138.6 (base 60) |
Resources
| Life | 1328/1328 |
| Steam | 100/100 |
| Healing Factor | 1.6553840304184 |
| Regeneration | 56.862441444872 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 10 |
| See Stealth | 34 |
| See Invisible | 34 |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 99 |
| Crit Chance | 88% |
| APR | 63 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Blight | +17% |
| Arcane | +17% |
| All | +14% |
| Darkness | +42% |
| Light | +62% |
| Temporal | +28% |
| Physical | +40% |
| Nature | +26% |
Offense: Damage Penetration
| Acid | +25% |
| Blight | +10% |
| Physical | +50% |
| Fire | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 109.72307323196 (93.924050632911%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 77 |
| Spell Save | 49 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 55%( 70%) |
| Arcane | + 40%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Physical | + 56%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 47%( 70%) |
| Mind | + 34%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 26% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1007% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.2 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 172% efficiency and cooldown mod of 55%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 271% efficiency and cooldown mod of 68%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Steamtech / Demolition | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Chemical Grenade |
| talent | Rocket Pod |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (526/783). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 45% and triggers a radius 8 conal explosion dealing 47% steamgun damage. 3 stacks remaining. Reactive Armor |
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 |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 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 Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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: 1999. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 |
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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Wildstrike' (0 def, 6 armour) 3.0 T5 feet armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: dps ---------- Phys.pwr +17 (+3 eff.) Spell.pwr +17 (+5 eff.) Mind.pwr +16 (+4 eff.) Dmg.mod +9% nature Res.pen +20% fire On Hit (Melee): * 23% chance to slow global speed by 64% ----- def ----- Armour +6 Fatigue -6% Resists +12% fire Phys.save +35 (+7 eff.) HP.reg +11.00 Heal.mod +16% Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Max.enc +50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Quenchlord (22/22, 83-99.6 power, 6 apr) 3.0 T5 shot ammo [Random Unique] Master/Psionic Power 83.0 - 99.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +21.0% Capacity 22 Ranged+ +37 physical +20 cold On Hit: * 20% chance to slow global speed by 64% * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 244 physical damage On Crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
| Light source | alchemist's lamp 'Urthogamandur'1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 18 fire ----- def ----- Defense +20 (+5 eff.) Resists +9% blight +17% fire +6% cold +12% lightning Spell.save +6 (+2 eff.) Disarm- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xeryyatta the voratun helm (0 def, 6 armour) 3.0 T5 head armor [Random Unique] Master While equipped: Stats +14 Str +17 Dex +7 Wil dps ---------- Dmg.mod +15% acid +6% temporal Acc +25 (+4 eff.) Melee Ret 8 acid ----- def ----- Armour +6 Fatigue +5% Resists +24% darkness +6% acid Mind.save +14 (+4 eff.) Silence- +0% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +9 Infravis +7 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3185.1 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Cyrivena (0 def, 13 armour) 1.5 T4 hands armor [Rare] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.crit +3.0% Phys.pwr +18 (+3 eff.) Acc +30 (+5 eff.) ----- def ----- Armour +13 Fatigue +5% Resists +15% acid +15% mind Disarm- +100% ---------- misc Stam/turn +3.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Leluroddayon the elven-wood totem of healing [power 434] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 64% * 23% chance to reduce armor by 34% ----- def ----- Resists +18% acid +17% temporal +9% light +27% cold +9% nature Spell.save +6 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Belulaith'0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +22 Dex +22 Cun +9 Con dps ---------- Dmg.mod +6% acid Acc +26 (+5 eff.) On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +9% acid HP.reg +8.00 Stun/Frz- +40% Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | Alarig0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Con dps ---------- Crit.mult +25.00% Phys.pwr +19 (+3 eff.) Spell.pwr +17 (+5 eff.) Mind.pwr +20 (+5 eff.) Dmg.mod +20% light +7% all Acc +31 (+5 eff.) Apr +17 ----- def ----- Defense +20 (+5 eff.) Resists +40% light Phys.save +4 (+1 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | Ce'Neda0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +10 Wil +12 Con dps ---------- Spell.crit +6% Crit.mult +20.00% Spell.pwr +6 (+2 eff.) Dmg.mod +8% temporal +8% light +3% blight +7% physical +3% arcane +8% darkness Res.pen +25% acid Acc +10 (+2 eff.) Apr +18 Melee Ret 4 arcane ----- def ----- Resists +9% acid +6% arcane Amulets can have magical properties. |
| In main hand | voratun steamgun 'Glorewyn' 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +35 Crit +20.0% Atk.spd 100% Range +10 Proj.spd +600% Phasing +30% Ranged+ +16 arcane On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +19 Str +3 Dex dps ---------- Phys.pwr +30 (+5 eff.) Steampwr +12 (+3 eff.) Dmg.mod +19% physical Res.pen +10% blight +25% physical ----- def ----- Crit.dmg- 10.00% ---------- misc Max.vim +30.00 Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Girdle of Preservation 1.0 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 (+5 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 | Zubanor the voratun shield (0 def, 12 armour, 77.5-93 power, 237 block)7.0 T5 shield armor [Random Unique] Arcane/Master/Psionic When used to Attack: Power 77.5 - 93.0 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +6.0% Block +237 Melee+ +30 physical +18 light +20 darkness On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +11 Mag +7 Wil +13 Cun dps ---------- Phys.crit +18.0% Phys.pwr +12 (+2 eff.) Dmg.mod +20% light +20% darkness Res.pen +25% physical ----- def ----- Armour +12 Fatigue +8% Resists +7% arcane +17% physical +20% light +16% darkness Shield.near.proj +99 Proj.slow +33% Max.HP +133.79 Stun/Frz- +20% ---------- misc Talents +1 Block Handheld deflection devices. This item has been sent to the Item's Vault. |
| Cloak | elven-silk cloak 'Scumveil' (4 def, 20 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +8% Dmg.mod +3% nature ----- def ----- Armour +20 Defense +4 (+1 eff.) Resists +10% acid +6% light +40% cold +3% blight +8% fire +3% nature +40% lightning HP.reg +4.00 Blind- +26% Stun/Frz- +50% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Black Plate (25 def, 35 armour) 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +35 Hardiness +0% Defense +25 (+6 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+8 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. |
Inventory
healing infusion of the sneak (heal 317; cd 11)0.1 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 317 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
movement infusion of the wizard (speed 607%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 607% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 391; 13 cd)0.1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. This item has been sent to the Item's Vault. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 290 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the warrior (absorb 241; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 241 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 421; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 421 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 52; blocks 8; dur 4; cd 13)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 8 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Weapon Automaton: One Handed0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Duskvile of the Blightspawn0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +8 Str +10 Dex +8 Wil dps ---------- Dmg.mod +3% physical Acc +30 (+5 eff.) On Hit (Melee): * 20% chance to reduce armor by 34% On Melee Ret: * 33% chance to reduce strength, dexterity, and constitution by 24 * 29% chance to reduce damage dealt by 29% ----- def ----- Resists +20% blight +14% physical +22% nature Poison- +43% Disease- +38% ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 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. |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 21 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Radhothel0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag +7 Wil +5 Con dps ---------- Phys.crit +1.0% Crit.mult +10.00% Phys.pwr +10 (+1 eff.) Spell.pwr +12 (+4 eff.) ----- def ----- Defense +25 (+6 eff.) Phys.save +6 (+1 eff.) Spell.save +15 (+5 eff.) Blind- +50% ---------- misc Max.stam +40.00 Infravis +5 See.Stealth +21 See.Invis +23 Rings can have magical properties. |
Tulurab the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +18 Cun +5 Mag dps ---------- Spell.pwr +15 (+5 eff.) Melee+ 32 physical Ranged+ 35 physical Dmg.mod +18% lightning On Hit (Melee): * 19% chance to reduce all saves and defense by 36 On Hit (Ranged): * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +2 Fatigue -10% Resists +36% lightning +6% light +9% acid Spell.save +6 (+2 eff.) Poison- +20% ---------- misc Max.enc +40 Stam/turn +3.00 Hate/m.crit +3.00 Max.stam +10.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun dps ---------- Melee+ 10 physical Ranged+ 9 physical Dmg.mod +15% acid +12% cold +11% nature Res.pen +15% acid +15% fire On Hit (Melee): * 12% chance to reduce all saves and defense by 36 On Hit (Ranged): * 12% chance to reduce all saves and defense by 36 ----- def ----- Resists +6% acid +24% cold +22% nature ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
voratun ring 'Ivewyn'0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Mag +8 Wil +8 Cun dps ---------- Crit.mult +15.00% Phys.pwr +15 (+2 eff.) Spell.pwr +15 (+5 eff.) Mind.pwr +29 (+7 eff.) Melee+ 35 light Ranged+ 30 light Dmg.mod +20% light ----- def ----- Fatigue -10% Resists +15% cold Die.at -20.00 life HP.reg +4.73 Poison- +24% Disarm- +10% ---------- misc Max.enc +35 Rings can have magical properties. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Dex, 20% Str Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. This item has been sent to the Item's Vault. |
Dimterror of the Blightspawn (73-109.5 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Power 73.0 - 109.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 cold On Hit.r1 +14 fire While equipped: Stats +4 Str +14 Dex +10 Mag +12 Wil +21 Cun +12 Con dps ---------- Crit.mult +10.00% Dmg.mod +15% mind Massive two-handed mauls. This item has been sent to the Item's Vault. |
Dimterror of the Blightspawn (73-109.5 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Power 73.0 - 109.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 cold On Hit.r1 +14 fire While equipped: Stats +4 Str +14 Dex +10 Mag +12 Wil +21 Cun +12 Con dps ---------- Crit.mult +10.00% Dmg.mod +15% mind Massive two-handed mauls. This item has been sent to the Item's Vault. |
Laser Powered Giant Smasher (80-120 power, 0 apr)5.0 T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Power 80.0 - 120.0 Light Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +0 Crit +25.0% Atk.spd 100% Melee+ +20 lightning +20 fire While equipped: dps ---------- Against +10% Humanoid +10% Giant ----- def ----- Confus- +100% Fear- +100% ---------- misc Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
Bleakwrest4.0 T5 longbow 2H weapon [Random Unique] Arcane/Nature/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +20 darkness On Hit.r1 +16 darkness On Crit.r2 +128 fire On Hit: 10% Shoot 1 On Hit: * 10% chance to reduce damage dealt by 29% While equipped: Stats +11 Str dps ---------- Spell.crit +3% Phys.pwr +21 (+3 eff.) All.spd +16% Dmg.mod +6% temporal Res.pen +29% fire ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Max.mana +60.00 Longbows are used to shoot arrows at your foes. |
Wintertide (39-54.6 power, 10 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 135.67 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 30 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. This item has been sent to the Item's Vault. |
Psionic Fury (12-13.2 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+2 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 178.07 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. This item has been sent to the Item's Vault. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+15 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. This item has been sent to the Item's Vault. |
dragonbone magestaff 'Falaharamnir' (38-45.6 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Spell.crit +17% Crit.mult +15.00% Spell.pwr +18 (+6 eff.) Dmg.mod +9% blight +6% arcane +38% darkness ---------- misc Mana/turn +0.36 Mana/s.crit +1.00 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
voratun steamgun 'Floenail'4.0 T5 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +19 acid +24 blight Uses 2.0 Steam While equipped: dps ---------- Spell.crit +8% Spell.pwr +37 (+12 eff.) Dmg.mod +22% acid Res.pen +25% cold Phasing +37% ----- def ----- Mind.save +21 (+7 eff.) ---------- misc Max.hate +10.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
Turbocutter (30-45 power, 23 apr)3.0 T3 steamsaw 1H weapon [Unique] Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +23 Crit +4.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+4 eff.) Fatigue +8% ---------- misc Talents +2 Block Masteries +0.20 Steamtech/Sawmaiming +0.20 Steamtech/Battlefield management Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." This item has been sent to the Item's Vault. |
enhanced voratun steamsaw of rage (40-60 power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +5.0% Atk.spd 100% Block +112 Uses 1.0 Steam While equipped: Stats +23 Str +13 Dex +13 Mag +13 Wil +10 Cun +13 Con dps ---------- Dmg.mod +13% physical Acc +20 (+4 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 63 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ureslak's Molted Scales (0 def, 0 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 +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane 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 50 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. |
cashmere cloak 'Ce'Norebeth' (7 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +7 (+1 eff.) Resists +6% acid +0% cold +5% arcane +0% nature Spell.save +3 (+1 eff.) Max.HP +30.00 HP.reg +4.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% These boots have a 4% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (140 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (234 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+5 eff.) Mind.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Shadespitter (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +12 Dex +12 Con dps ---------- Phys.crit +6.0% Dmg.mod +6% blight On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Armour +5 Fatigue +5% Resists +3% blight +25% cold Phys.save +30 (+6 eff.) Mind.save +24 (+7 eff.) ---------- misc Stam/turn +1.00 Breathe water Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Winterdash (20 def, 20 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Cun dps ---------- Res.pen +20% light +20% cold Acc +11 (+2 eff.) Melee Ret 8 blight 6 light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +20 Defense +20 (+5 eff.) Fatigue +5% Resists +9% blight +9% cold +7% all Phys.save +14 (+3 eff.) ---------- misc Infravis +4 A hat made of leather. Very stylish. |
Arinor (20 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +15 Mag +17 Wil +9 Cun dps ---------- Phys.crit +10.0% Spell.crit +17% Mind.crit +10% Phys.pwr +22 (+3 eff.) Spell.pwr +25 (+8 eff.) Mind.pwr +24 (+6 eff.) Dmg.mod +6% acid Melee Ret 4 blight On Hit (Melee): * 26% chance to reduce armor by 34% ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +20% lightning +30% cold Mind.save +23 (+7 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +1.00 A suit of armour made of leather. |
multi-hued drakeskin leather armour of command (35 def, 18 armour)9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Armour +18 Defense +35 (+8 eff.) Fatigue +8% Resists +15% acid +20% physical +20% fire +20% lightning +20% cold Mind.save +25 (+8 eff.) A suit of armour made of leather. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+8 eff.) ----- def ----- Armour +50 Defense +40 (+10 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+7 eff.) Spell.save +35 (+11 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Camiyayon (0 def, 22 armour, 76.5-91.8 power, 232 block)7.0 T5 shield armor [Random Unique] Master/Psionic When used to Attack: Power 76.5 - 91.8 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +8.0% Block +232 Melee+ +30 physical On Hit.r1 +4 acid On Hit: * 20% chance to reduce armor by 34% On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Str +5 Wil dps ---------- Phys.crit +14.0% Phys.pwr +13 (+2 eff.) Dmg.mod +3% physical ----- def ----- Armour +22 Fatigue +8% Resists +12% acid +16% physical +23% cold Shield.near.proj +56 Proj.slow +30% ---------- misc Talents +1 Block Handheld deflection devices. This item has been sent to the Item's Vault. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
448 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Branoharalach the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +6 Mag +2 Con dps ---------- Crit.mult +10.00% Res.pen +15% arcane ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +8% physical Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
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. |
55 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
31 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
32 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 65] amazing fiery salve [power 65]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 271% efficiency and 68% cooldown modifier. Remove 3 magical effects and grants a fiery aura (65% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 65] amazing frost salve [power 65]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 271% efficiency and 68% cooldown modifier. Remove 3 physical effects and grants a frost aura (65% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 932] amazing healing salve [power 932]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 271% efficiency and 68% cooldown modifier. Heal 932 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 816] amazing pain suppressor salve [power 816]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 271% efficiency and 68% cooldown modifier. Let you fight up to -816 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 65] amazing water salve [power 65]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 271% efficiency and 68% cooldown modifier. Remove 3 mental effects and grants a water aura (65% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 803] great healing salve [power 803]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 271% efficiency and 68% cooldown modifier. Heal 803 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 699] great pain suppressor salve [power 699]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 271% efficiency and 68% cooldown modifier. Let you fight up to -699 life and reduces all damage by 25% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 49] powerful frost salve [power 49]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 271% efficiency and 68% cooldown modifier. Remove 2 physical effects and grants a frost aura (49% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 673] powerful healing salve [power 673]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 271% efficiency and 68% cooldown modifier. Heal 673 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 49] powerful water salve [power 49]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 271% efficiency and 68% cooldown modifier. Remove 2 mental effects and grants a water aura (49% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
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. |
Star Shot (20/20, 32-38.4 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Thundercrack (16/16, 35-42 power, 8 apr)3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft focus lens0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
mastercraft saw shell0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect waterproof coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +25% nature +25% cold Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
Halintir [power 82] (20 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Resists +12% mind Harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 17% for 2 turns. 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con 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 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
34 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. |
23 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By John Powers the Cornac Annihilator level 33
50th Regrowth 123rd year of Ascendancy at 09:27 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By John Powers the Cornac Annihilator level 27
33rd Haze 122nd year of Ascendancy at 14:27 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By John Powers the Cornac Annihilator level 33
3rd Regrowth 123rd year of Ascendancy at 22:00 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By John Powers the Cornac Annihilator level 38
68th Regrowth 123rd year of Ascendancy at 03:26 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By John Powers the Cornac Annihilator level 50
34th Dusk 123rd year of Ascendancy at 05:32 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By John Powers the Cornac Annihilator level 46
1st Summertide 123rd year of Ascendancy at 23:53 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By John Powers the Cornac Annihilator level 36
65th Regrowth 123rd year of Ascendancy at 09:44 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By John Powers the Cornac Annihilator level 50
1st Haze 123rd year of Ascendancy at 10:59 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By John Powers the Cornac Annihilator level 27
44th Haze 122nd year of Ascendancy at 07:08 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By John Powers the Cornac Annihilator level 35
62nd Regrowth 123rd year of Ascendancy at 04:07 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By John Powers the Cornac Annihilator level 39
72nd Regrowth 123rd year of Ascendancy at 13:10 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By John Powers the Cornac Annihilator level 28
55th Haze 122nd year of Ascendancy at 13:33 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By John Powers the Cornac Annihilator level 50
4th Haze 123rd year of Ascendancy at 13:16 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By John Powers the Cornac Annihilator level 20
58th Dusk 122nd year of Ascendancy at 15:57 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By John Powers the Cornac Annihilator level 28
56th Haze 122nd year of Ascendancy at 19:45 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By John Powers the Cornac Annihilator level 43
62nd Pyre 123rd year of Ascendancy at 19:42 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By John Powers the Cornac Annihilator level 50
62nd Dusk 123rd year of Ascendancy at 17:04 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By John Powers the Cornac Annihilator level 22
1st Haze 122nd year of Ascendancy at 21:52 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By John Powers the Cornac Annihilator level 50
34th Dusk 123rd year of Ascendancy at 07:53 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By John Powers the Cornac Annihilator level 50
3rd Dusk 123rd year of Ascendancy at 18:35 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By John Powers the Cornac Annihilator level 33
10th Regrowth 123rd year of Ascendancy at 14:09 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By John Powers the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 13:42 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By John Powers the Cornac Annihilator level 20
58th Dusk 122nd year of Ascendancy at 09:53 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By John Powers the Cornac Annihilator level 30
6th Allure 123rd year of Ascendancy at 22:18 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By John Powers the Cornac Annihilator level 40
7th Pyre 123rd year of Ascendancy at 07:41 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By John Powers the Cornac Annihilator level 50
2nd Dusk 123rd year of Ascendancy at 04:24 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By John Powers the Cornac Annihilator level 50
48th Dusk 123rd year of Ascendancy at 10:30 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By John Powers the Cornac Annihilator level 50
7th Dusk 123rd year of Ascendancy at 06:33 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By John Powers the Cornac Annihilator level 16
7th Dusk 122nd year of Ascendancy at 11:43 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By John Powers the Cornac Annihilator level 27
25th Haze 122nd year of Ascendancy at 05:00 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By John Powers the Cornac Annihilator level 34
57th Regrowth 123rd year of Ascendancy at 02:39 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By John Powers the Cornac Annihilator level 22
6th Haze 122nd year of Ascendancy at 12:17 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By John Powers the Cornac Annihilator level 36
62nd Regrowth 123rd year of Ascendancy at 06:12 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By John Powers the Cornac Annihilator level 50
4th Haze 123rd year of Ascendancy at 13:15 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By John Powers the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 09:19 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By John Powers the Cornac Annihilator level 27
33rd Haze 122nd year of Ascendancy at 14:27 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By John Powers the Cornac Annihilator level 50
4th Haze 123rd year of Ascendancy at 13:16 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By John Powers the Cornac Annihilator level 50
69th Dusk 123rd year of Ascendancy at 00:27 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By John Powers the Cornac Annihilator level 12
10th Mirth 122nd year of Ascendancy at 01:27 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By John Powers the Cornac Annihilator level 40
14th Pyre 123rd year of Ascendancy at 15:11 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By John Powers the Cornac Annihilator level 27
25th Haze 122nd year of Ascendancy at 05:00 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By John Powers the Cornac Annihilator level 19
48th Dusk 122nd year of Ascendancy at 00:20 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By John Powers the Cornac Annihilator level 32
3rd Regrowth 123rd year of Ascendancy at 04:55 see stats
Log
John Powers picks up ( .): Camiyayon (0 def, 22 armour, 76.5-91.8 power, 232 block).
There is an item here: Shoes of Moving Quickly (10 def, 12 armour)
There is an item here: Betama the Squalorbolt (30 def, 8 armour)
There is an item here: Steam Powered Boots (8 def, 15 armour)
There is an item here: Heartrend (28-42 power, 19 apr)
There is an item here: Brodusta the Blizzardraptor (38-57 power, 25 apr)
There is an item here: Galen's Will (40-60 power, 45 apr)
There is an item here: Lustrebrawn the voratun steamsaw (56-84 power, 25 apr)
There is an item here: Ramroller (40-60 power, 24 apr)
There is an item here: Dethzaw (40-60 power, 27 apr)
There is an item here: Skysmasher (70-105 power, 17 apr)
There is an item here: Ureslak's Femur (52-72.8 power, 5 apr)
There is an item here: Galen's Flowing Robe (0 def, 0 armour)
There is an item here: Robe of the Archmage (10 def, 10 armour)
There is an item here: The Calm (15 def, 0 armour)
There is an item here: Skysmasher (70-105 power, 17 apr)
Ran for 2 turns (stop reason: object seen).
There is an item here: Mummified Egg-sac of Ungolë
John Powers deactivates Exoskeleton.
John Powers deactivates Rocket Pod.
John Powers deactivates Chemical Grenade.
Mecharachnid (servant of John Powers) deactivates Mecharachnid Link.































































































































































