










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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. Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 50 / 2536% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 11 on the 44th Dusk 122nd year of Ascendancy at 04:06 0 / 7Killed by Ce'Nanor the thief at level 18 on the 1st Time of Equilibrium 122nd year of Ascendancy at 12:07 Killed by Aerumisena the cute little bunny at level 22 on the 78th Haze 122nd year of Ascendancy at 07:44 Killed by zombie bunny at level 23 on the 79th Haze 122nd year of Ascendancy at 04:49 Killed by Tennant at level 44 on the 68th Dusk 123rd year of Ascendancy at 05:00 Killed by Warmaster Gnarg at level 49 on the 10th Haze 123rd year of Ascendancy at 01:13 Killed by unknown at level 50 on the 55th Regrowth 124th year of Ascendancy at 10:33 |
Primary Stats
| Strength | 46 (base 31) |
| Dexterity | 33 (base 12) |
| Constitution | 31 (base 13) |
| Magic | 107 (base 63) |
| Willpower | 99 (base 60) |
| Cunning | 89 (base 60) |
Resources
| Life | 1032/1032 |
| Mana | 844/889 |
| Paradox | 200 |
| Positive | 0/197 |
| Healing Factor | 1.1567164179104 |
| Regeneration | 8.2705223880594 |
Speed
| Mental | -12.000000000044% |
| Attack | -12.000000000044% |
| Movement | +75.72902271436% |
| Spell | +12.99999999999% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Invisible | 20 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 30 |
| Crit Chance | 48% |
| APR | 11 |
| Speed | 1.14 |
Offense: Spell
| Spellpower | 84 |
| Crit Chance | 71% |
| Speed | 0.88495575221247 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 43% |
| Speed | 1.1363636363642 |
Offense: Damage Bonus
| Acid | +13% |
| Light | +22% |
| Temporal | +102% |
| Physical | +37% |
| Nature | +19% |
| All | +7% |
Offense: Damage Penetration
| Acid | +10% |
| Temporal | +50% |
| Blight | +5% |
| Physical | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 94.461919410162 (76.720930232558%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 56 |
| Mental Save | 58 |
Defense: Resistances
| Nature | + 36%( 70%) |
| Cold | + 43%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 70%( 80%) |
| Blight | + 42%( 70%) |
| Physical | + 52%( 70%) |
| Fire | + 44%( 70%) |
| All | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 57% |
| Confusion Resistance | 90% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 635 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. While Heroism is active, you will only die when reaching -1056 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.40 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Timeline Threading | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Timetravel | 1.50 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.90 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Reality Smearing |
| talent | Extension |
| talent | Disintegration |
| talent | Empower |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Matter Weaving |
| beneficial effect | The target is moving is 60% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 2219. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Huyarig (16 def, 5 armour)2.0 T3 feet armor [Random Unique] Master While equipped: ----- def ----- Armour +5 Defense +16 (+4 eff.) Fatigue -9% Resists +12% blight +1% physical Phys.save +15 (+5 eff.) ---------- misc Max.enc +57 Stam/turn +0.20 Evasion: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 72 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 43.76 cold damage and 56.02 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. The set is complete. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+3 eff.) Spell.spd +10% Dmg.mod +10% physical +10% temporal ----- def ----- Defense +1 (+0 eff.) Resists +10% physical +10% temporal Anom.red +25 Confus- +40% ---------- misc Masteries +0.20 Chronomancy/Timetravel This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. This item has been sent to the Item's Vault. |
| Tool | Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal +0% all ----- def ----- Resists +15% temporal +12% all Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 18 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. This item has been sent to the Item's Vault. |
| On fingers | Bethulena0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +6% acid Res.pen +5% blight +10% acid On Hit (Melee): * 15% chance to corrode armour by 30% * 20% chance to disease ----- def ----- HP.reg +6.90 Stun/Frz- +83% Rings can have magical properties. |
| On fingers | Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. This item has been sent to the Item's Vault. |
| Around waist | Crafted belt of shield1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +6 Cun +10 Lck dps ---------- Dmg.mod +15% light +12% nature On Hit (Melee): * 35% chance to blind ----- def ----- Armour +30 Defense +10 (+2 eff.) Resists +9% light +15% fire +3% nature +14% cold Phys.save +25 (+8 eff.) Stealth +15 ---------- misc T.Disarm +16 Infravis +6 Create a temporary shield that absorbs 410 damage Puts all charms on 27 cooldown A belt that goes around your waist. |
| In main hand | Rod of Sarrilon (136% power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 150% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. This item has been sent to the Item's Vault. |
| On hands | stone warden's voratun gauntlets of war-making (0 def, 16 armour)1.5 T5 hands armor [Ego++] Arcane/Master While equipped: Stats +9 Con dps ---------- Phys.crit +13.0% Spell.crit +13% Mind.crit +8% Crit.mult +11.00% ----- def ----- Armour +16 Hardiness +13% Resists +7% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. The set is complete. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+4 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% physical +10% temporal Temporal Reprieve: Level 1.5 Pwr.cost 45 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. This item has been sent to the Item's Vault. |
| Cloak | Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+6 eff.) Spell.save +20 (+6 eff.) Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Spell/Divination +0.10 Chronomancy/Chronomancy See the Threads: Level 1.4 Pwr.cost 45 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 3 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. This item has been sent to the Item's Vault. |
| Around neck | Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. This item has been sent to the Item's Vault. |
Inventory
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
healing infusion of the psychic (heal 308)0.1 T1 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 instantly heal yourself for 308 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 265 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 265 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 624 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 624 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 ability. |
regeneration infusion of the sneak (heal 467 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 33%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (353% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 353% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (735% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 735% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (755% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 755% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+20 for 12 turns, die at -627)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. While Heroism is active, you will only die when reaching -627 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the psychic (+21 for 10 turns, die at -846)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -846 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the wizard (+22 for 11 turns, die at -798)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 11 turns. While Heroism is active, you will only die when reaching -798 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the wizard (+21 for 11 turns, die at -708)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -708 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 699 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 699 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 567 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 567 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (546.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (88% of a turn) Is a spell Description: Inflicts 1102.92 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Sewerspitter'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% lightning +3% fire +6% nature Stun/Frz- +22% Amulets can have magical properties. |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 32 cooldown Level 3.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stabilizing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +21% Amulets can have magical properties. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Duathelsweep the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +12% arcane Melee Ret 8 arcane 8 darkness ----- def ----- Fatigue -6% Resists +5% arcane +15% darkness HP.reg +2.30 Amulets can have magical properties. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Oozebiter the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% darkness +15% nature Melee Ret 8 nature 16 darkness ----- def ----- Resists +6% nature Heal.mod +17% Cut- +60% Heal: Puts all charms on 32 cooldown Level 1.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 235 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Xanulle0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +12 (+2 eff.) Dmg.mod +3% arcane Res.pen +15% arcane Melee Ret 16 arcane ----- def ----- Fatigue -6% HP.reg +2.10 ---------- misc Mana/turn +0.08 Max.mana +60.00 Amulets can have magical properties. |
clarifying steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% mind Confus- +20% Amulets can have magical properties. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 54 power out of 60/60 The evilness of undeath radiates from this amulet. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 364 strength, based on Magic) for 5 turns. Uses 22 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 27 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 19% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Tulinaridin the Cracklevile0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Dmg.mod +18% lightning Res.pen +25% lightning ---------- misc Max.psi +50.00 Masteries +0.23 Chronomancy/Timetravel Amulets can have magical properties. |
insulating gold amulet of mastery (0.17 Chronomancy / Spacetime Folding)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +16% fire +10% cold ---------- misc Masteries +0.17 Chronomancy/Spacetime Folding Amulets can have magical properties. |
serendipitous gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +9 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 12% Amulets can have magical properties. |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 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 27 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, and silences everyone else who enters. The circle lasts 6 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. |
Veletira the Glitterfear0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +14.00% Spell.pwr +6 (+1 eff.) Melee+ 10 light 10 darkness Dmg.mod +19% light +10% blight +11% fire +3% nature +7% darkness Res.pen +5% light On Hit (Melee): * 30% chance to blind On Melee Ret: * 12% chance to inflict 15% damage reduction * 10% chance to blind ----- def ----- Fatigue -7% Resists +3% light HP.reg +1.70 Amulets can have magical properties. |
stralite amulet 'Ashqueller'0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +25% fire Melee Ret 20 fire ----- def ----- Resists +9% lightning +44% fire +21% cold Amulets can have magical properties. |
stralite amulet 'Erarion'0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +9 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +12% temporal Res.pen +20% acid +15% temporal On Hit (Melee): * 30% chance to corrode armour by 30% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -9% HP.reg +1.30 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.30 Amulets can have magical properties. |
stralite amulet 'Erirath'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun +3 Con dps ---------- Acc +8 (+4 eff.) ----- def ----- Resists +15% temporal HP.reg +0.60 Blind- +30% Confus- +20% Pinning- +15% Amulets can have magical properties. This item has been sent to the Item's Vault. |
Hochik the Nightgasher0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Mag +10 Wil +5 Con dps ---------- Mind.crit +5% Crit.mult +10.00% On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Light +3 Amulets can have magical properties. |
Tuladan the voratun amulet0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +3 Str +3 Dex +8 Wil +3 Cun dps ---------- Spell.crit +8% Res.pen +15% blight ----- def ----- Armour +6 Defense +10 (+2 eff.) Resists +6% arcane Res.Cap +4% all Phys.save +23 (+7 eff.) ---------- misc Mana/s.crit +8.00 Amulets can have magical properties. |
Veliwen0.1 T5 amulet jewelry [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag +12 Wil dps ---------- Phys.crit +4.0% Crit.mult +20.00% Spell.pwr +8 (+1 eff.) Mind.pwr +28 (+8 eff.) S.pwr/crit +8 Dmg.mod +15% blight +15% fire Res.pen +15% arcane ----- def ----- Armour +6 Mind.save +28 (+8 eff.) Confus- +44% Amulets can have magical properties. |
stabilizing voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Dmg.mod +15% blight +14% fire ----- def ----- Resists +29% temporal Pinning- +50% Knockbk- +46% Amulets can have magical properties. |
voratun amulet 'Blazequench'0.1 T5 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +12 (+2 eff.) Dmg.mod +12% blight +7% fire +12% temporal Res.pen +15% lightning ----- def ----- Resists +9% lightning Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
voratun amulet 'Zubeldanne'0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +9% temporal Res.pen +15% acid +20% temporal Melee Ret 4 acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% lightning +15% temporal +18% acid Stun/Frz- +50% Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
conjurer's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Rings can have magical properties. |
copper ring 'Durokath'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil +6 Cun +2 Con dps ---------- Dmg.mod +11% acid ----- def ----- Fatigue -4% Resists +22% acid ---------- misc See.Invis +3 Rings can have magical properties. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) Rings can have magical properties. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+2 eff.) Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
wizard's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +4 (+1 eff.) Rings can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel ring 'Bethuvena'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) Dmg.mod +6% arcane ----- def ----- Fatigue -5% Mind.save +9 (+3 eff.) Heal/summ +30 ---------- misc Max.enc +26 Hate/m.crit +5.00 Max.psi +20.00 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
steel ring 'Grinolin'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +10 Wil dps ---------- Mind.pwr +9 (+3 eff.) S.pwr/crit +8 Phasing +30% ----- def ----- Resists +6% blight Spell.save +30 (+8 eff.) ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Rings can have magical properties. |
steel ring 'Prismbrawn'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +12% arcane Res.pen +20% light +20% blight Phasing +20% Melee Ret 12 arcane ----- def ----- Fatigue -6% Spell.save +6 (+2 eff.) ---------- misc Max.enc +28 Rings can have magical properties. |
steel ring 'Shimmerwell'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% acid +6% lightning Res.pen +25% lightning Melee Ret 16 lightning ----- def ----- Resists +21% acid +9% lightning Silence- +32% ---------- misc Mana/turn +0.14 Rings can have magical properties. |
Balyldil0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +2% Crit.mult +20.00% Spell.pwr +4 (+1 eff.) Dmg.mod +16% blight +6% mind Melee Ret 16 mind 8 blight ----- def ----- Resists +16% blight ---------- misc Mana/s.crit +4.00 Rings can have magical properties. |
savior's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +9 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +10 (+3 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +16 See.Invis +6 Rings can have magical properties. |
Hurosazor0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Cun dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +6 Defense +16 (+4 eff.) Resists +6% mind +6% light Cut- +30% Knockbk- +15% ---------- misc Max.hate +4.00 Rings can have magical properties. |
Nereyarin the stralite ring0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Str +4 Con dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +15% mind +7% all Res.pen +5% blight ----- def ----- Fatigue -10% Resists +15% mind Spell.save +18 (+5 eff.) ---------- misc Max.stam +26.00 Infravis +1 Telepathy Dragon Rings can have magical properties. |
rogue's stralite ring of frost (+30%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Defense +12 (+3 eff.) Resists +30% cold Rings can have magical properties. |
stralite ring0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +63.00 HP.reg +0.60 Heal.mod +17% Rings can have magical properties. |
stralite ring of perseverance0.1 T4 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.20 Stun/Frz- +32% Rings can have magical properties. |
warrior's stralite ring of blinding strikes0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str dps ---------- Melee+ 37 light Ranged+ 36 light On Hit (Melee): * 14% chance to blind On Hit (Ranged): * 10% chance to blind ----- def ----- Armour +10 Rings can have magical properties. |
Bokuthad0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +12 Str +2 Dex +4 Cun +16 Con dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +16% cold ----- def ----- Resists +32% cold Spell.save +18 (+5 eff.) Heal/summ +20 ---------- misc Max.stam +36.00 Max.psi +30.00 Rings can have magical properties. |
Chamysadunathad the Offalmark0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Str +4 Dex +10 Con dps ---------- Crit.mult +9.00% Phys.pwr +15 (+5 eff.) Dmg.mod +6% nature +6% lightning Res.pen +10% nature +15% lightning Apr +3 Melee Ret 8 nature ----- def ----- Armour +6 Resists +15% nature +4% physical Rings can have magical properties. |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 316.89 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 29 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Islossra0.1 T5 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +20% lightning +20% acid ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +40% lightning +3% cold +6% arcane +40% acid Mind.save +32 (+9 eff.) Max.HP +100.00 HP.reg +2.00 Heal.mod +25% Blind- +15% Disease- +5% Pinning- +10% Rings can have magical properties. |
Issimas0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Spell.crit +7% S.pwr/crit +6 Dmg.mod +9% blight Res.pen +25% arcane +15% blight ----- def ----- Silence- +39% ---------- misc Mana/turn +0.39 Mana/s.crit +4.00 Rings can have magical properties. This item has been sent to the Item's Vault. |
Porylekira0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +6 Dex +5 Con dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +18% physical Melee Ret 12 physical ----- def ----- Resists +15% blight +4% physical +12% nature Heal.mod +15% Poison- +30% Disease- +29% ---------- misc Stam/turn +1.20 Infravis +3 Rings can have magical properties. |
Porylekira the Vilefiend0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +6 Mag +7 Wil +5 Cun +5 Con dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +9% nature Res.pen +10% mind ----- def ----- Resists +6% mind +6% nature ---------- misc Infravis +3 Telepathy Dragon Rings can have magical properties. |
Radhadin the voratun ring0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun dps ---------- Melee+ 25 bleed Ranged+ 25 bleed Dmg.mod +9% temporal Melee Ret 12 temporal On Hit (Melee): * 18% chance to cause random gloom On Hit (Ranged): * 19% chance to cause random gloom ----- def ----- Resists +3% physical Phys.save +30 (+9 eff.) Die.at -85.00 life Cut- +25% Stun/Frz- +25% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 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. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Archery excellence +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Two-handed weapons +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Unarmed training +0.30 Technique/Archery prowess +0.30 Technique/Combat training +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Superiority +0.30 Technique/Pugilism +0.30 Technique/Shield defense +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
conjurer's voratun ring of speed0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mov.spd +22% Acc +11 (+5 eff.) ----- def ----- Defense +6 (+1 eff.) Blinding Speed: Puts all charms on 36 cooldown Level 2.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
mule's voratun ring of light (+30%)0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Fatigue -6% Resists +30% light ---------- misc Max.enc +40 Rings can have magical properties. |
pixie's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Rings can have magical properties. |
psionicist's voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +9 Wil dps ---------- Acc +17 (+8 eff.) Apr +17 ----- def ----- Defense +17 (+4 eff.) Mind.save +18 (+5 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 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. |
rogue's voratun ring of arcana(+0.25/turn)0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Cun ----- def ----- Defense +14 (+3 eff.) Silence- +44% ---------- misc Mana/turn +0.25 Rings can have magical properties. |
sneakthief's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +17 Cun +6 Dex dps ---------- Melee+ 6 bleed Ranged+ 17 bleed Acc +11 (+5 eff.) On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 19% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
voratun ring 'Bulathalar'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Spell.pwr +4 (+1 eff.) S.pwr/crit +6 Dmg.mod +17% nature Res.pen +15% arcane Acc +9 (+4 eff.) Apr +11 ----- def ----- Defense +14 (+3 eff.) Resists +34% nature Max.HP +85.00 HP.reg +0.90 Heal.mod +26% ---------- misc Mana/s.crit +1.00 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 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. |
voratun ring of clarity0.1 T5 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +13 (+4 eff.) Confus- +34% Rings can have magical properties. |
warrior's voratun ring of perseverance0.1 T5 ring jewelry [Ego] Master While equipped: Stats +10 Str ----- def ----- Armour +20 HP.reg +3.30 Stun/Frz- +47% Rings can have magical properties. |
wizard's voratun ring of darkness (+30%)0.1 T5 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +30% darkness Spell.save +12 (+4 eff.) Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 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 180 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." |
Anmalice (158% power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 10% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 352.58 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 32 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Witch-Bane (152% power, 4 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Unique] Nature/Disrupt Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +20.0% Atk.spd 100% On Hit: * 50 arcane resource burn While equipped: ----- def ----- Resists +15% blight -15% physical +15% all ---------- misc Cooldown Mana Clash -2 Aura of Silence -2 A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
Moon (136% power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 137% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- 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. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 45% Str, 5% Mag, 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Faluregozor the Unlightshear (147% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Psionic Power 147% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 lightning +4 darkness +24 mind On Hit.r1 +4 temporal On Crit.r2 +8 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 28% chance to cause random gloom * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target While equipped: Stats +3 Cun +6 Wil dps ---------- Res.pen +5% temporal ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
Mandible of Ungolmor (150% power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 30% Cun, 35% Str, 35% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 23 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 33.30 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Xanagath (147% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master Power 147% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 111% Melee+ +12 lightning On Crit.r2 +8 blight On Hit: * 8% chance to inflict 15% damage reduction * 20% chance to cause random gloom * 20% chance to curse the target * 25% chance for lightning to arc to a second target While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% blight Res.pen +10% blight +15% mind Acc +12 (+6 eff.) Sharp, short and deadly. |
Great Caller (100% power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 35% Wil, 50% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% cold +8% fire +8% physical ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Rage: Level 4.0 Pwr.cost 15 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 16 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Breniyalar (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This natural mindstar calls for a summoner. This harmonious mindstar will complement other natural mindstars. Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +11% physical +20% darkness +15% fire +8% nature +10% cold Res.pen +10% acid +10% physical +20% darkness +9% fire +10% nature +9% cold ----- def ----- Resists +15% acid +1% physical +17% darkness +6% blight +10% nature Crit.dmg- 5.00% Blind- +41% Cut- +10% ---------- misc Equi/ret +2.10 Masteries +0.20 Cursed/Darkness +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Wind Worn Shot (25/25, 148% power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Elariarin the Phlegmbraze1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +6 Wil +6 Cun dps ---------- Phys.crit +12.0% Mind.crit +14% Crit.mult +15.00% S.pwr/crit +6 Dmg.mod +6% nature +21% blight Res.pen +10% lightning ----- def ----- Resists +9% acid +10% fire +8% lightning +9% cold Mind.save +15 (+4 eff.) Max.HP +179.00 A belt that goes around your waist. |
Halathel the Glintimmortal1.0 T5 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Melee Ret 16 light On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% * 30% chance to blind ----- def ----- Resists +12% acid +12% darkness Phys.save +12 (+4 eff.) A belt that goes around your waist. |
Shielding Belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +6 Mag +6 Cun +10 Lck dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Dmg.mod +9% mind Res.pen +10% arcane +20% darkness Melee Ret 16 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +14 Resists +15% darkness Stealth +15 ---------- misc T.Disarm +27 Mana/turn +0.55 Max.mana +45.00 Infravis +6 Create a temporary shield that absorbs 347 damage Puts all charms on 27 cooldown A belt that goes around your waist. |
drakeskin leather belt 'Lightningbrand'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +14 (+5 eff.) Res.pen +10% lightning +20% fire ----- def ----- Resists +13% lightning +11% temporal +12% fire +12% nature +18% cold Phys.save +15 (+5 eff.) Spell.save +3 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
battlemaster's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Con ----- def ----- Defense +1 (+0 eff.) Spell.save -12 (-4 eff.) ---------- misc Stam/turn +0.50 Mana/turn -0.20 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+3 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 9 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 57 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 50% 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. |
Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Dex +8 Mag +6 Cun dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +15% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +20% light +20% darkness Res.Cap +10% light ---------- misc Masteries +0.20 Celestial/Sun +0.20 Celestial/Radiance +0.20 Spell/Phantasm +0.20 Celestial/Light Barrier: Level 2.7 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 308 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 22 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Shifting Boots (7 def, 1 armour)2.0 T5 feet armor [Unique] Arcane While equipped: Stats +8 Cun +4 Dex ----- def ----- Armour +1 Defense +7 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.10 Spell/Temporal Blink to a nearby random location within range 15 (based on Magic). Uses 20 power out of 40/40 Those leather boots can make anybody as annoying as their former possessor, Draebor. |
pair of drakeskin leather boots 'Ce'Nywen' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +15% arcane Res.pen +17% darkness +16% temporal Apr +3 Melee Ret 16 physical ----- def ----- Armour +5 Fatigue +5% Resists +22% darkness +20% temporal Silence- +93% Confus- +80% Stun/Frz- +81% Def/telep +20 Res/telep +16% Dur/telep +18% ---------- misc Mana/s.crit +2.00 A pair of boots made of leather. |
pair of drakeskin leather boots 'Stormpulverizer' (6 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +9 Mag +4 Wil dps ---------- Dmg.mod +6% acid +9% lightning Melee Ret 16 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +5 Defense +6 (+1 eff.) Rng.Def +7 (+2 eff.) Fatigue +5% Resists +21% acid +12% lightning Spell.save +8 (+2 eff.) ---------- misc Spell.cld 10% Blink to a nearby random location (rad 15) Puts all charms on 23 cooldown A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 29 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Flashpeal (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +12 Mag +10 Wil +5 Cun dps ---------- Spell.crit +2% S.pwr/crit +8 Melee+ 19 arcane Dmg.mod +18% arcane +3% lightning Acc +25 (+11 eff.) ----- def ----- Armour +3 Resists +8% darkness +8% arcane +9% light ---------- misc Mana/turn +0.08 Infravis +2 Starfall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 95.10 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Hurydelar the voratun gauntlets (0 def, 20 armour)1.5 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- Melee+ 21 physical Dmg.mod +17% physical Acc +16 (+8 eff.) Melee Ret 8 temporal ----- def ----- Armour +20 Metal gloves protecting the hands up to the middle of the lower arm. |
Aeralle the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +7 Wil +11 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +16 (+5 eff.) Dmg.mod +12% mind +18% physical +19% darkness +20% fire ----- def ----- Defense +3 (+1 eff.) Resists +6% acid +20% physical +20% darkness +30% fire +6% mind Crit.dmg- 10.00% ---------- misc Max.hate +15.00 A pointy cloth hat, very wizardly... |
Crown of the Elements (0 def, 5 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
Uroyon the Tempestpiercer (8 def, 14 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +15 Str +9 Dex +6 Con dps ---------- Dmg.mod +15% acid +6% arcane +9% lightning Res.pen +10% arcane Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +15% acid +6% lightning +6% all Phys.save +27 (+8 eff.) Mind.save +13 (+4 eff.) Battle Cry: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 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 cap made of leather. |
grounding drakeskin leather cap of fortune (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +12 Lck dps ---------- Phys.crit +5.0% Spell.crit +6% Mind.crit +3% ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +11% temporal A cap made of leather. |
Splendourdeath the voratun helm (0 def, 5 armour)3.0 T5 head armor [Random Unique] Master While equipped: Stats +17 Str +15 Dex +2 Wil dps ---------- Dmg.mod +12% arcane Res.pen +15% blight +10% light ----- def ----- Armour +5 Fatigue +5% Resists +21% darkness Spell.save +6 (+2 eff.) ---------- misc Max.mana +60.00 Max.vim +20.00 Infravis +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
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. |
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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
11 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 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. |
6 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. |
3 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. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 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. |
2 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. |
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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
2681 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. |
63 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. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 279.27 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. This item has been sent to the Item's Vault. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 90 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 72 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
Elenyroddavon the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +5 Wil +5 Con ----- def ----- Fatigue -15% ---------- misc Light +3 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 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. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 747.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 23 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 418.14 temporal and 221.49 darkness damage (based on Magic). Uses 18 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. This item has been sent to the Item's Vault. |
Galecutter the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Cun +10 Dex dps ---------- Phys.pwr +14 (+5 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +9 (+3 eff.) Melee+ 50 light Ranged+ 43 light Dmg.mod +6% lightning Acc +15 (+7 eff.) On Hit (Melee): * 35% chance to daze at end of turn * 35% chance to corrode armour by 30% * 35% chance to blind On Hit (Ranged): * 31% chance to blind ----- def ----- Resists +18% acid Mind.save +15 (+4 eff.) Confus- +47% Rings can have magical properties. |
Cyruba (10 def, 14 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Mov.spd +20% Dmg.mod +15% mind +3% temporal Res.pen +10% mind +10% temporal Apr +13 Melee Ret 12 temporal ----- def ----- Armour +14 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +4% Resists +12% temporal ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Tennant the Cornac Paradox Mage level 43
4th Flare 123rd year of Ascendancy at 01:50 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tennant the Cornac Paradox Mage level 37
41st Pyre 123rd year of Ascendancy at 15:03 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Tennant the Cornac Paradox Mage level 43
2nd Flare 123rd year of Ascendancy at 11:33 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Tennant the Cornac Paradox Mage level 48
1st Haze 123rd year of Ascendancy at 06:01 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Tennant the Cornac Paradox Mage level 50
55th Regrowth 124th year of Ascendancy at 17:49 see stats
Best album ever! (Insane (Adventure) difficulty)
Removed 89 beneficial effects from enemies via Disintegration.By Tennant the Cornac Paradox Mage level 32
51st Regrowth 123rd year of Ascendancy at 13:00 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Tennant the Cornac Paradox Mage level 46
75th Dusk 123rd year of Ascendancy at 23:23 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Tennant the Cornac Paradox Mage level 31
51st Regrowth 123rd year of Ascendancy at 03:38 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Tennant the Cornac Paradox Mage level 36
27th Pyre 123rd year of Ascendancy at 15:58 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tennant the Cornac Paradox Mage level 7
16th Dusk 122nd year of Ascendancy at 03:54 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Tennant the Cornac Paradox Mage level 50
59th Regrowth 124th year of Ascendancy at 17:34 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Tennant the Cornac Paradox Mage level 45
71st Dusk 123rd year of Ascendancy at 20:21 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Tennant the Cornac Paradox Mage level 35
18th Pyre 123rd year of Ascendancy at 00:33 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Tennant the Cornac Paradox Mage level 50
32nd Pyre 124th year of Ascendancy at 06:09 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Tennant the Cornac Paradox Mage level 24
79th Haze 122nd year of Ascendancy at 20:42 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tennant the Cornac Paradox Mage level 36
40th Pyre 123rd year of Ascendancy at 23:07 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Tennant the Cornac Paradox Mage level 50
23rd Pyre 124th year of Ascendancy at 00:58 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Tennant the Cornac Paradox Mage level 24
80th Haze 122nd year of Ascendancy at 18:49 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Tennant the Cornac Paradox Mage level 43
66th Dusk 123rd year of Ascendancy at 08:27 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 Tennant the Cornac Paradox Mage level 27
12nd Regrowth 123rd year of Ascendancy at 02:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tennant the Cornac Paradox Mage level 10
41st Dusk 122nd year of Ascendancy at 01:06 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Tennant the Cornac Paradox Mage level 20
12nd Haze 122nd year of Ascendancy at 15:21 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Tennant the Cornac Paradox Mage level 30
26th Regrowth 123rd year of Ascendancy at 09:17 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Tennant the Cornac Paradox Mage level 40
4th Mirth 123rd year of Ascendancy at 02:04 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Tennant the Cornac Paradox Mage level 50
44th Haze 123rd year of Ascendancy at 15:46 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Tennant the Cornac Paradox Mage level 50
19th Pyre 124th year of Ascendancy at 18:41 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Tennant the Cornac Paradox Mage level 50
80th Regrowth 124th year of Ascendancy at 22:59 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Tennant the Cornac Paradox Mage level 22
43rd Haze 122nd year of Ascendancy at 02:30 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Tennant the Cornac Paradox Mage level 50
76th Regrowth 124th year of Ascendancy at 04:19 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Tennant the Cornac Paradox Mage level 28
23rd Regrowth 123rd year of Ascendancy at 23:29 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Tennant the Cornac Paradox Mage level 45
71st Dusk 123rd year of Ascendancy at 21:53 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Tennant the Cornac Paradox Mage level 50
32nd Pyre 124th year of Ascendancy at 06:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Tennant the Cornac Paradox Mage level 8
22nd Dusk 122nd year of Ascendancy at 20:22 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Tennant the Cornac Paradox Mage level 37
41st Pyre 123rd year of Ascendancy at 15:03 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 Tennant the Cornac Paradox Mage level 32
52nd Regrowth 123rd year of Ascendancy at 06:35 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Tennant the Cornac Paradox Mage level 50
26th Pyre 124th year of Ascendancy at 14:57 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Tennant the Cornac Paradox Mage level 19
2nd Haze 122nd year of Ascendancy at 14:01 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Tennant the Cornac Paradox Mage level 25
4th Decay 122nd year of Ascendancy at 22:19 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Tennant the Cornac Paradox Mage level 49
34th Haze 123rd year of Ascendancy at 12:21 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Tennant the Cornac Paradox Mage level 32
51st Regrowth 123rd year of Ascendancy at 16:56 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Tennant the Cornac Paradox Mage level 24
80th Haze 122nd year of Ascendancy at 04:30 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tennant the Cornac Paradox Mage level 16
73rd Dusk 122nd year of Ascendancy at 04:15 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Tennant the Cornac Paradox Mage level 42
3rd Summertide 123rd year of Ascendancy at 19:52 see stats
Log
Today is the 35th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 14:33.
Resting starts...
Rested for 130 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 19 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
Tennant deactivates Extension.
Tennant deactivates Disintegration.
Tennant deactivates Energy Decomposition.
Tennant deactivates Empower.
Tennant deactivates Reality Smearing.
Tennant deactivates Contingency.
Tennant deactivates Matter Weaving.





























































































































































