











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.7.0Allows 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 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.0Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 35 / 19% |
| Size | big |
| Lifes / Deaths | Killed by Xerogatira the vampire at level 30 on the 31st Dusk 123rd year of Ascendancy at 19:08 5 / 2Killed by Betharin the emperor wight at level 32 on the 24th Haze 123rd year of Ascendancy at 21:08 |
| Antimagic | Follower |
Primary Stats
| Strength | 69 (base 27) |
| Dexterity | 31 (base 10) |
| Constitution | 28 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 101 (base 60) |
| Cunning | 102 (base 60) |
Resources
| Life | 1146/1146 |
| Psi | 115/115 |
| Stamina | 430/430 |
| Equilibrium | 30 |
| Healing Factor | 1.6056298990389 |
| Regeneration | 26.091485859381 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +52.7836465099% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 45.228472466426 |
| See Invisible | 45.228472466426 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 141 |
| Accuracy | 71 |
| Crit Chance | 38% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 70 |
| Accuracy | 71 |
| Crit Chance | 40% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Temporal | +33% |
| All | 0% |
| Cold | +35% |
| Nature | +25% |
Offense: Damage Penetration
| Acid | +10% |
| Temporal | +25% |
| Physical | +13% |
| All | 0% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 52.551211628464 (73.607947236566%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 6 |
| Physical Save | 34 |
| Spell Save | 52 |
| Mental Save | 53 |
Defense: Resistances
| Blight | + 26%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 47%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 18%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Knockback Resistance | 0% |
| Confusion Resistance | 40% |
| Fear Resistance | 60% |
| Stun Resistance | 71% |
| Poison Resistance | 0% |
| Blind Resistance | 20% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 255 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 763% 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 Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Charged Aura |
| talent | Deflect Projectiles |
| talent | Kinetic Shield |
| talent | Augmentation |
| talent | Skate |
| talent | Beyond the Flesh |
| talent | Charged Shield |
| talent | Antimagic Shield |
| talent | Kinetic Aura |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Last Engineer Standing (+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 Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 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 Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Cyremira the honey tree. Escort: worried loremaster (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | 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 |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | stralite greatmaul 'Daimilach' (72-109 power, 3 apr)5.0 T4 greatmaul 1H weapon [Random Unique] Arcane/Master Power 72.5 - 108.8 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +8 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +6 Con dps ---------- Phys.pwr +17 (+5 eff.) Dmg.mod +12% acid +9% temporal Res.pen +13% physical Melee Ret 2 temporal On Hit (Melee): * 10% chance to reduce armor by 7% ----- def ----- Disarm- +21% Massive two-handed mauls. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 43% Wil, 83% Cun Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 168.00 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Light source | Cracklespitter2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 7% ----- def ----- Armour +4 Resists +9% lightning Phys.save +5 (+2 eff.) Max.HP +20.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 16 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 22.00 mind and 22.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 24% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 24. Terrified: Deals 5.50 mind and 5.50 darkness damage per turn and increases cooldowns by 37%. Haunted: Causes the target to suffer 8.59 mind and 8.59 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | piercing yew totem of healing [power 278] (13 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | solipsist's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 128% 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 make your fingers look great! |
| On fingers | Gonn the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +6% darkness +18% blight Die.at -40.00 life Max.HP +76.00 HP.reg +12.00 Heal.mod +35% Blind- +20% Rings make your fingers look great! |
| Around neck | Alydunaldir the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +8 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +18% temporal Res.pen +25% temporal Melee Ret 8 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -9% Spell.save +18 (+6 eff.) HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.30 Mana/turn +0.12 Amulets make your neck look great! |
| In main hand | Butcher (48-67 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +7 Cun +10 Wil dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Perseverance (43-60 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 43.0 - 60.2 Physical Uses 117% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Mind.save +15 (+5 eff.) Confus- +30% Stun/Frz- +10% ---------- misc Masteries +0.10 Race/Krog It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
| Cloak | linen cloak 'Arthular' (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Defense +11 (+4 eff.) Resists +9% light Phys.save +3 (+1 eff.) Max.HP +72.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Polaba the voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +12 Str +2 Wil +4 Con dps ---------- Dmg.mod +6% temporal Phasing +30% ----- def ----- Armour +16 Fatigue +22% Resists +21% cold +13% darkness +15% physical Spell.save +9 (+3 eff.) Max.HP +72.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
movement infusion of the duelist (speed 756%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 756% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 428; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 428 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 22%; magical, physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 30%; physical; dur 3; cd 13)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 326 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
copper ring 'Kindlerain' =7 con=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +7 Con dps ---------- Dmg.mod +3% fire ----- def ----- Mind.save +6 (+2 eff.) Confus- +22% ---------- misc Light +2 See.Invis +6 Rings make your fingers look great! |
Sparkrain0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +5 (+1 eff.) ----- def ----- Resists +9% lightning HP.reg +2.00 Stun/Frz- +25% ---------- misc Psi/ret +0.12 Rings make your fingers look great! |
titan's stralite ring of corrosion (+28%)0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +14% acid ----- def ----- Resists +28% acid Phys.save +10 (+5 eff.) Rings make your fingers look great! |
Leluchak the dwarven-steel battleaxe (47-70 power, 2 apr) =12 con=3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 47.0 - 70.5 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +4 Dex +9 Wil +12 Con dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +6% nature Spell.save +9 (+3 eff.) Max.HP +40.00 Disarm- +42% Massive two-handed battleaxes. |
dwarven-steel greatsword 'Xanetira' (49-78 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 49.0 - 78.4 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Dex +20 Wil +28 Con dps ---------- Dmg.mod +6% arcane Res.pen +15% arcane ----- def ----- Resists +5% arcane Crit.dmg- 10.00% Max.HP +98.00 ---------- misc See.Invis +6 Massive two-handed swords. |
voratun greatsword 'Woebender' (60-97 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Disrupt/Master Power 60.5 - 96.8 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +13 nature Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Res.pen +10% physical Acc +20 (+5 eff.) Apr +13 On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Armour +6 Resists +3% temporal Heal.mod +5% Poison- +20% Massive two-handed swords. |
Poreta (37-52 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Master/Psionic Power 37.0 - 51.8 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +14 darkness Against +14% Living While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +11 (+4 eff.) Resists +3% acid +6% temporal +3% darkness +9% blight +3% lightning Disarm- +32% Blunt and deadly. |
Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Xoritha the Duskwish (1 def, 0 armour) =5 dex=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +5 Dex dps ---------- Phys.crit +3.0% Dmg.mod +9% physical Res.pen +5% darkness Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Silorita' (1 def, 0 armour) =7 mag=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +7 Mag +3 Wil +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Ebonyshear' (0 def, 1 armour) =rush=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Armour +1 Resists +6% lightning +3% darkness Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.9 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 43% Wil, 83% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
dwarven-steel gauntlets 'Murkpeal' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 10 lightning 10 cold Dmg.mod +6% lightning +6% cold +9% arcane Melee Ret 6 arcane On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +7% cold HP.reg +1.00 ---------- misc Stam/turn +0.90 Max.stam +25.00 Unarmed combat: Power 19.0 - 26.6 Physical Uses 43% Wil, 83% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 lightning +6 ice On Hit: 10% Ice Breath 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 43% Wil, 83% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 5.2 Pwr.cost 14 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 65% Wil, 62% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Dazzlewing (0 def, 4 armour) =7 str 7 dex=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Melee Ret 4 light ----- def ----- Armour +4 Fatigue +4% Resists +18% acid +5% arcane +9% darkness +6% blight Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 193.3 Physical damage. If the attack hits, the target is confused (34% 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. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 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. |
8 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. |
12 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. |
6 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
848 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. |
Sepsisnaught =2 con=2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +2 Wil +2 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +3% nature ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Glaciernail' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Res.pen +5% cold Acc +3 (+0 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 38 ----- def ----- Defense +10 (+3 eff.) Max.HP +80.00 Pinning- +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 281/400 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. |
Bethinne the Nimbusbore [power 105] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +3% blight +9% temporal +5% arcane Spell.save +12 (+4 eff.) Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield 'Skyvein' [power 25] (22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Dmg.mod +9% lightning ----- def ----- Resists +6% lightning Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of gale force [power 100] (13 cooldown)2.0 T1 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 100 physical damage Puts all charms on 13 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Camotodin [power 43] (22 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% lightning Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Smearlace the dwarven-steel torque of clear mind [power 2] (22 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Melee Ret 4 nature ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.12 Hate/m.crit +5.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Dazzleripper [power 116] (13 cooldown) =2 con=2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Apr +2 ---------- misc Hate/m.crit +2.00 Max.psi +10.00 Light +1 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Chalihor the ash totem of stinging [power 194] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Str +4 Con dps ---------- Res.pen +25% blight Apr +2 ---------- misc Max.stam +30.00 Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Radiancenight the ash totem of stinging [power 194] (13 cooldown) =6 str=2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Str +2 Dex dps ---------- Crit.mult +15.00% Res.pen +15% physical Apr +2 Melee Ret 4 light ---------- misc See.Invis +3 Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
overpowered ash wand of shielding [power 278] (25 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By MindOne the Krog Mindslayer level 34
33rd Haze 123rd year of Ascendancy at 05:42 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By MindOne the Krog Mindslayer level 27
7th Pyre 123rd year of Ascendancy at 02:03 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By MindOne the Krog Mindslayer level 16
76th Dusk 122nd year of Ascendancy at 04:56 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By MindOne the Krog Mindslayer level 30
67th Pyre 123rd year of Ascendancy at 16:10 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By MindOne the Krog Mindslayer level 21
28th Haze 122nd year of Ascendancy at 06:57 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By MindOne the Krog Mindslayer level 28
40th Pyre 123rd year of Ascendancy at 04:11 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By MindOne the Krog Mindslayer level 26
4th Pyre 123rd year of Ascendancy at 17:15 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By MindOne the Krog Mindslayer level 29
60th Pyre 123rd year of Ascendancy at 10:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By MindOne the Krog Mindslayer level 10
8th Mirth 122nd year of Ascendancy at 04:58 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By MindOne the Krog Mindslayer level 20
23rd Haze 122nd year of Ascendancy at 12:59 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By MindOne the Krog Mindslayer level 30
67th Pyre 123rd year of Ascendancy at 01:48 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By MindOne the Krog Mindslayer level 22
45th Haze 122nd year of Ascendancy at 14:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By MindOne the Krog Mindslayer level 32
21st Haze 123rd year of Ascendancy at 17:27 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By MindOne the Krog Mindslayer level 9
4th Mirth 122nd year of Ascendancy at 05:50 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By MindOne the Krog Mindslayer level 30
67th Pyre 123rd year of Ascendancy at 15:20 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By MindOne the Krog Mindslayer level 23
8th Regrowth 123rd year of Ascendancy at 17:10 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By MindOne the Krog Mindslayer level 29
65th Pyre 123rd year of Ascendancy at 17:21 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By MindOne the Krog Mindslayer level 20
27th Haze 122nd year of Ascendancy at 04:30 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By MindOne the Krog Mindslayer level 15
13rd Dusk 122nd year of Ascendancy at 22:46 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By MindOne the Krog Mindslayer level 33
27th Haze 123rd year of Ascendancy at 23:48 see stats
Log
MindOne deactivates Beyond the Flesh.
MindOne activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Charged Aura
- Deflect Projectiles
- Kinetic Shield
- Charged Shield
- Kinetic Aura
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
MindOne deactivates Antimagic Shield.
MindOne activates Antimagic Shield.
MindOne deactivates Augmentation.
MindOne activates Augmentation.
MindOne deactivates Skate.
MindOne activates Skate.
MindOne deactivates Beyond the Flesh.
MindOne activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Charged Aura
- Deflect Projectiles
- Kinetic Shield
- Charged Shield
- Kinetic Aura
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
MindOne deactivates Augmentation.
MindOne activates Augmentation.
MindOne deactivates Skate.
MindOne activates Skate.
MindOne deactivates Antimagic Shield.
MindOne activates Antimagic Shield.
MindOne deactivates Beyond the Flesh.
MindOne activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Charged Aura
- Deflect Projectiles
- Charged Shield
- Kinetic Aura
- Kinetic Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
You don't see how to get there...
Today is the 37th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Today is the 38th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
There is a Passageway into the Daikara here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.






























































































































