















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines 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: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wanderer |
| Level / Exp | 50 / 2267% |
| Size | medium |
| Lifes / Deaths | Killed by Var at level 50 on the 25th Loss 126th year of Ascendancy at 13:36 7 / 1 |
Primary Stats
| Strength | 65 (base 12) |
| Dexterity | 68 (base 45) |
| Constitution | 38 (base 12) |
| Magic | 111 (base 60) |
| Willpower | 114 (base 60) |
| Cunning | 92 (base 60) |
Resources
| Mana | 655/974 |
| Equilibrium | 0 |
| Life | 996/896 |
| Stamina | 407/527 |
| Psi | 326/608 |
| Healing Factor | 1.1102122670884 |
| Regeneration | 2.4979776009489 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +99.999999999999% |
Vision
| Sight | 10 |
| Lite | 12.160696125856 |
| Infravision | 5 |
| See Stealth | 43.413793757177 |
| See Invisible | 43.413793757177 |
Offense: Mainhand
| Damage | 213 |
| Accuracy | 77 |
| Crit Chance | 96% |
| APR | 37 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +25% |
| Lightning | +31% |
| Light | +25% |
| Nature | +43% |
| Darkness | +56% |
| Physical | +67% |
| Fire | +88% |
| All | +16% |
Offense: Damage Penetration
| Darkness | +59% |
| Nature | +54% |
| Fire | +81% |
| Mind | +83% |
| All | +39% |
Defense: Base
| Armour (hardiness) | 45 (35.65183292883%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 63.6 |
| Spell Save | 70 |
| Mental Save | 72 |
Defense: Resistances
| Physical | + 21%( 70%) |
| Lightning | + 52%( 70%) |
| Fire | + 41%( 70%) |
| Darkness | + 62%( 70%) |
| Cold | + 25%( 70%) |
| Arcane | + 25%( 70%) |
| Mind | + 25%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 52% |
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 7 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 8 times. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 934% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 193 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Artifice | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Demented / Tentacles | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Void | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Horrific body | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master necromancer | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You failed to protect the lone alchemist from death by Betoldann the storm drake hatchling. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Lisutha the skeleton master archer. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2402. | 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. | active |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
| Psionic focus | Skyraze the voratun greatsword (64-103 power, 4 apr)3.0 Encumbrance T5 greatsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 64.5 - 103.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 lightning +8 blight On-crit, radius 2 +8 lightning On Hit: * Create an explosion dealing 124 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +20.0% Damage +42% fire Ignore resists +42% fire Accuracy +17 (+4 eff.) When Hit 4 cold defense ------ Defense +16 (+3 eff.) Resistance +6% lightning Disarm Resist +52% Massive two-handed swords. |
| Light source | Hanindur the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Nature/Psionic While equipped: Stats +1 Mag +7 Wil offense ------ Physical Crit +6.0% Mind Crit +23% Critical power +20.00% Physical Power +10 (+1 eff.) Spellpower +10 (+2 eff.) Mindpower +23 (+4 eff.) defense ------ Mind save +19 (+5 eff.) other ------- Vim-on-crit +2.11 Max mana +60.00 Max vim +50.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Malslek the Accursed's Hat (2 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+2 eff.) Mindpower +15 (+3 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+0 eff.) Resistance +20% fire Mind save -10 (-2 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
| On feet | Elenelar (0 def, 15 armour) =test=2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +7 Str +7 Wil +4 Con offense ------ Spell Crit +9% Spellpower +34 (+7 eff.) Damage +15% physical defense ------ Armor +15 Resistance +6% physical other ------- Mana/turn +0.16 Rush: Puts all charms on 15 cooldown Effective talent level: 3.0 Power cost 15 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | overpowered voratun torque of psionic shield [power 247] (21 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 247 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Yveravena the Thunderkin0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag +8 Wil +2 Cun offense ------ Mind Crit +6% Critical power +22.89% Spellpower +13 (+3 eff.) Mindpower +20 (+4 eff.) Damage +9% darkness +15% lightning Ignore resists +29% mind On-Hit (Melee): * 23% chance to reduce damage dealt by 34% defense ------ Resistance +27% lightning Rings make your fingers look great! |
| On fingers | Isluda the Cobrablood0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +30% fire +21% darkness +27% nature Ignore resists +15% nature On-Hit (Melee): * 21% chance to slow global speed by 71% defense ------ Resistance +45% darkness Rings make your fingers look great! |
| Around neck | gold amulet 'Lisadhessra'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +3 Dex +4 Wil offense ------ Physical Power +8 (+1 eff.) Combat Speed +10% Damage +9% mind +16% physical Ignore resists +15% mind defense ------ Defense +25 (+5 eff.) Amulets make your neck look great! |
| In main hand | Arorim the Glaretickler (44-61 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +18 Str +12 Dex +13 Mag +11 Wil +12 Cun +10 Con offense ------ Physical Crit +14.0% Critical power +35.00% Damage +9% light Ignore resists +14% all Accuracy +40 (+9 eff.) Ignore Armor +31 defense ------ Physical save +3 (+0 eff.) other ------- Max stamina +20.00 Light +3 Blunt and deadly. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% On-hit +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Around waist | Cyrorinne the Deepsqueen1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +2 (+0 eff.) Ignore resists +20% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 34% defense ------ Physical save +6 (+1 eff.) Life +20.00 Life Regen +2.00 Disease Resist +10% A belt that goes around your waist. |
| Cloak | Guise of the Hated (14 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+4 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+2 eff.) Resistance +10% darkness +10% mind Mind save +10 (+3 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+2 eff.) Mind save +15 (+4 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
shatter afflictions rune of the psychic (absorb 233; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 233 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 462; dur 8; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead =just in case=0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+1 eff.) Mind save +10 (+3 eff.) Unlife -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. |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
lifebinding elm starstaff of greater warding (10-12 power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon [Ego++] Arcane/Nature Weapon Damage 10.0 - 12.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +1% Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Armor +8 Defense +7 (+1 eff.) Life Regen +0.80 Healmod +14% other ------- Wards +3 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature element) =cure 6 diseases/poison=5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+3 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+1 eff.) other ------- Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 6 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
ethereal dragonbone magestaff (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +23 (+5 eff.) Damage +30% cold Ignore Shields +30% defense ------ Defense +25 (+5 eff.) Shield Power +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking voratun battleaxe of shearing (55-82 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Master Weapon Damage 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +21% all +21% physical Accuracy +70 (+15 eff.) Ignore Armor +42 Massive two-handed battleaxes. |
Blighted Maul (96-144 power, 22 apr) =swap on crit =12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 50% Mag, 140% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 34 * Blasts creatures in a radius 1 shockwave around your target for 225.45 to 676.35 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 534.40 to 1068.80 physical damage (based on Strength) to each. Uses 30 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Oaknoon (68-103 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Rare] Master Weapon Damage 68.5 - 102.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +24 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Wil +6 Cun +7 Con offense ------ Physical Crit +21.0% Damage +18% mind +30% acid On-Hit (Melee): * 27% chance to reduce armor by 44% defense ------ Resistance +9% lightning +15% nature other ------- Light +4 Massive two-handed mauls. |
warbringer's voratun greatmaul (67-100 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Master Weapon Damage 67.0 - 100.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +10 Con offense ------ Physical Power +20 (+3 eff.) Ignore resists +20% physical defense ------ Disarm Resist +49% Massive two-handed mauls. |
elemental iron greatsword of corruption (18-28 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego++] Arcane Weapon Damage 17.5 - 28.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: 20% Curse of Impotence 1 On Hit: * Create an explosion dealing 124 cold damage (1/turn) While equipped: offense ------ Damage +14% cold Ignore resists +14% cold Massive two-handed swords. |
blazebringer's voratun longsword (40-57 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Nature Weapon Damage 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +90 fire While equipped: offense ------ Global Speed +11% Ignore resists +25% fire Sharp, long, and deadly. |
chilling voratun longsword of corruption (44-62 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane Weapon Damage 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +28 cold On Hit: 20% Curse of Defenselessness 5 Sharp, long, and deadly. |
quick voratun longsword of massacre (58-81 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 58.0 - 81.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Dex offense ------ Combat Speed +10% Accuracy +24 (+6 eff.) Sharp, long, and deadly. |
chilling voratun mace of enduring (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane/Nature Weapon Damage 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +30 cold While equipped: Stats +12 Con +15 Wil defense ------ Life +71.00 Blunt and deadly. |
voratun mace 'Urthoyon' (48-67 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Rare] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 207 damage over 5 turns and reducing armor and accuracy by 26 While equipped: Stats +9 Str +7 Dex offense ------ Accuracy +40 (+9 eff.) defense ------ Armor +8 Resistance +18% light +12% darkness Physical save +15 (+2 eff.) Disease Resist +27% Disarm Resist +27% Blunt and deadly. |
thought-forged voratun waraxe of shearing (42-58 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master/Psionic Weapon Damage 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +24 mind On Hit: * 35% chance to reduce all saves and defense by 42 While equipped: Stats +7 Cun +7 Wil offense ------ Ignore resists +15% all Accuracy +25 (+6 eff.) Ignore Armor +15 One-handed war axes. |
elemental voratun dagger (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * Create an explosion dealing 124 acid damage (1/turn) While equipped: offense ------ Damage +30% acid Ignore resists +30% acid Sharp, short and deadly. |
stormbringer's voratun dagger of massacre (52-67 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 51.5 - 67.0 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +45 lightning +45 cold While equipped: offense ------ Move Speed +50% Ignore resists +23% lightning +25% cold Sharp, short and deadly. |
stormbringer's voratun dagger of massacre (52-67 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 51.5 - 67.0 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +45 lightning +45 cold While equipped: offense ------ Move Speed +50% Ignore resists +25% lightning +15% cold Sharp, short and deadly. |
voratun dagger 'Glygamira' (39-51 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 39.0 - 50.7 Physical Uses 50% Str, 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 100% On-hit +24 physical On-crit, radius 2 +8 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 352 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +43.0% Critical power +35.00% Physical Power +15 (+2 eff.) Ignore Armor +14 When Hit 2 physical defense ------ Resistance +6% mind +2% physical Physical save +12 (+2 eff.) other ------- Stamina/turn +2.00 Sharp, short and deadly. |
voratun dagger of crippling (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Sharp, short and deadly. |
ranger's elm longbow of piercing4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3 Dex offense ------ Ignore resists +9% all Accuracy +14 (+4 eff.) Ignore Armor +9 Longbows are used to shoot arrows at your foes. |
throat-seeking dragonbone longbow of piercing4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego++] Disrupt/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +26 nature On Crit: * silences the target While equipped: offense ------ Ignore resists +20% nature +23% all Accuracy +38 (+9 eff.) Ignore Armor +23 Longbows are used to shoot arrows at your foes. |
cured leather sling of true flight4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Physical Crit +9.0% Accuracy +9 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
barbed quiver of elm arrows of annihilation (21/22, 30-41 power, 11 apr)3.0 Encumbrance T1 arrow ammo [Ego++] Master Weapon Damage 29.5 - 41.3 Physical Uses 70% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Capacity 22 Projectile Speed +200% On Crit: * Wound the target dealing 352 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
self-loading quiver of dragonbone arrows of erosion (20/20, 57-80 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego] Arcane/Nature Weapon Damage 57.0 - 79.8 Physical Uses 70% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 20 On-ranged-hit +29 nature Arrows are used with bows to pierce your foes to death. |
deadly pouch of steel shots of amnesia (14/14, 28-34 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Master/Psionic Weapon Damage 28.5 - 34.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 14 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Ulfathel the Scorchhue (24/24, 56-67 power, 6 apr)3.0 Encumbrance T5 shot ammo [Rare] Arcane Weapon Damage 55.5 - 66.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 24 On-ranged-hit +27 acid +27 blight On-Hit, radius 1 +27 acid +16 fire On-crit, radius 2 +20 acid +27 fire On Hit: 20% Curse of Impotence 5 On Hit: * 27% chance to reduce strength, dexterity, and constitution by 34 * 27% chance to reduce armor by 44% Shots are used with slings to pummel your foes to death. |
crackling steel shield of cold resistance (+13%) (0 def, 4 armour, 16-20 power, 39 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Arcane/Master When used to Attack: Weapon Damage 16.5 - 19.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +39 On-hit +14 lightning While equipped: Stats +3 Dex offense ------ When Hit 11 lightning defense ------ Armor +4 Fatigue +8% Resistance +13% lightning +21% cold other ------- Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield of crushing (0 def, 6 armour, 40-49 power, 78.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego++] Master/Psionic When used to Attack: Weapon Damage 40.5 - 48.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +78 On-hit +22 physical On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Wil offense ------ Physical Crit +11.0% Physical Power +11 (+1 eff.) defense ------ Armor +6 Fatigue +8% Resistance +16% physical Windwall +58 Slow Projectiles +28% other ------- Talents +1 Block Handheld deflection devices. |
acidic voratun shield of the stars (0 def, 10 armour, 69-83 power, 201 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Arcane/Nature When used to Attack: Weapon Damage 69.0 - 82.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +201 On-hit +20 light +20 darkness On Hit: * 30% chance to reduce armor by 44% While equipped: Stats +11 Cun +5 Mag offense ------ On-Hit 9 acid Damage +18% light +17% darkness When Hit 21 acid defense ------ Armor +10 Fatigue +8% Resistance +14% light +20% darkness other ------- Talents +1 Block Handheld deflection devices. |
reinforced voratun shield of fire resistance (+30%) (0 def, 21 armour, 66-79 power, 294.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego] Master When used to Attack: Weapon Damage 66.0 - 79.2 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +294 While equipped: defense ------ Armor +21 Fatigue +8% Resistance +30% fire other ------- Talents +1 Block Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour) =100 poison/disease res=6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+2 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
dreamer's cashmere robe (0 def, 0 armour) =Lucid=2.0 Encumbrance T3 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +15% darkness +15% mind +11% all Physical save +12 (+2 eff.) Spell save +14 (+1 eff.) Mind save +29 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of life (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +13% blight +15% all Life +100.00 Life Regen +5.80 Healmod +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour 'Fulemas' (6 def, 6 armour) =Breath Water=9.0 Encumbrance T2 light armor [Rare] Nature While equipped: Stats +4 Dex offense ------ Ignore resists +10% physical Ignore Armor +11 defense ------ Armor +6 Defense +6 (+1 eff.) Fatigue +7% Resistance +5% acid +6% cold other ------- Breathe water A suit of armour made of leather. |
hardened leather armour of the deep (9 def, 10 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +10 Defense +9 (+1 eff.) Fatigue +8% Resistance +11% acid +11% cold other ------- Breathe water A suit of armour made of leather. |
duelist's reinforced leather armour of the deep (21 def, 19 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +7 Cun +9 Dex defense ------ Armor +19 Defense +21 (+4 eff.) Fatigue +8% Resistance +13% acid +13% cold other ------- Breathe water A suit of armour made of leather. |
prismatic reinforced leather armour of delving (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Arcane/Master While equipped: Stats +9 Str defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +13% physical +36% darkness +18% light other ------- Light +2 Track: Puts all charms on 18 cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
cleansing steel mail armour of implacability (2 def, 13 armour)14.0 Encumbrance T2 heavy armor [Ego+] Disrupt/Master While equipped: defense ------ Armor +13 Defense +2 (+0 eff.) Fatigue +5% Resistance +14% nature +14% blight Physical save +9 (+1 eff.) A suit of armour made of mail. |
enlightening dwarven-steel mail armour of natural resilience (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego++] Disrupt/Psionic While equipped: Stats +7 Cun +7 Wil defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +16% nature +16% blight Resist Against +11% Unnatural Mind save +16 (+4 eff.) A suit of armour made of mail. |
prismatic dwarven-steel mail armour of thunder (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Arcane While equipped: Stats +8 Str +8 Mag +7 Wil offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Physical Power +19 (+3 eff.) Spellpower +19 (+4 eff.) Mindpower +16 (+3 eff.) defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +16% lightning +16% light +16% darkness A suit of armour made of mail. |
impenetrable voratun mail armour of Eyal (5 def, 30 armour)14.0 Encumbrance T5 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +30 Defense +5 (+1 eff.) Fatigue +12% Life +80.00 Life Regen +7.00 Healmod +18% A suit of armour made of mail. |
prismatic voratun plate armour of fire resistance (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego] Arcane/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +27% fire +18% light +18% darkness A suit of armour made of metal plates. |
radiant voratun plate armour of command (15 def, 24 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Nature/Psionic While equipped: Stats +6 Cun +4 Wil defense ------ Armor +24 Defense +15 (+3 eff.) Fatigue +22% Resistance +30% blight +30% darkness Mind save +25 (+7 eff.) other ------- Light +2 A suit of armour made of metal plates. |
Halurion the Splendourquell =swap on reduce dmg=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Critical power +10.00% Physical Power +5 (+0 eff.) defense ------ Armor +6 Resistance +21% cold +9% light +3% darkness Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour) =personal vault=2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 36 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 206.33 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Ethereal Embrace (10 def, 0 armour) =swap on more crit=2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.0 Power cost 17 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 137.15 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. This item has been sent to the Item's Vault. |
Porivena the pair of drakeskin leather boots (0 def, 5 armour) =reduce armor=2.0 Encumbrance T5 feet armor [Random Unique] Arcane While equipped: Stats +1 Wil +9 Mag offense ------ Mind Crit +4% Spellpower +9 (+2 eff.) Move Speed +25% Damage +10% acid +5% blight Ignore resists +17% darkness +20% temporal When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 44% defense ------ Armor +5 Resistance +29% darkness +29% temporal Disease Resist +44% Out-of-Phase Defense +30 Out-of-Phase Resistance +20% Out-of-Phase Resilience +27% other ------- Psi when Hit +0.16 A pair of boots made of leather. |
miner's pair of drakeskin leather boots of rushing (0 def, 13 armour)2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +13 other ------- Infravision +3 Rush: Puts all charms on 15 cooldown Effective talent level: 3.0 Power cost 15 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of drakeskin leather boots 'Brightreeve' (0 def, 5 armour) =50res silence/confus/stun=2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: offense ------ Damage +27% blight +6% cold +24% light Ignore resists +25% light defense ------ Armor +5 Resistance +15% blight Silence Resist +48% Confus Resist +50% Stun Resist +50% A pair of boots made of leather. |
Gilotir (0 def, 3 armour) =reduce armor=1.0 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +7 Wil +10 Con offense ------ Damage +12% arcane Ignore resists +26% acid Accuracy +10 (+3 eff.) On-Hit (Melee): * 21% chance to reduce armor by 44% defense ------ Armor +3 Resistance +5% arcane Physical save +9 (+1 eff.) Mind save +10 (+3 eff.) Disarm Resist +50% Unarmed combat: Weapon Damage 28.0 - 30.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On Hit: 10% Perfect Control 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Viperwreath' (0 def, 2 armour) =for slow=1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +10.0% Spell Crit +9% Mind Crit +8% Critical power +8.00% On-Hit (Melee): * 20% chance to slow global speed by 71% defense ------ Armor +2 Fatigue +3% Resistance +3% cold +3% nature +9% temporal Spell save +3 (+0 eff.) Unarmed combat: Weapon Damage 24.0 - 33.6 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +14.0% Attack Speed 100% On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Beistir the elven-silk wizard hat (3 def, 0 armour) =reduce armor=2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: offense ------ Ignore resists +26% temporal On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) * 21% chance to reduce armor by 44% defense ------ Defense +3 (+0 eff.) Resistance +27% acid +16% temporal other ------- Equi when Hit +1.60 Psi when Hit +3.00 Hate when Hit +3.00 A pointy cloth hat, very wizardly... |
starseer's elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Damage +15% darkness +15% temporal +11% light +15% physical defense ------ Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
Goreharasin the Airlore (10 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +10 Cun +5 Wil offense ------ Critical power +15.00% Spellpower/crit +12 Ignore resists +34% lightning Accuracy +12 (+3 eff.) When Hit 14 blight On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 34 When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +10 (+2 eff.) Fatigue +5% Resistance +7% arcane +24% lightning other ------- Mana-on-crit +2.72 A cap made of leather. |
Poruvena the Arcsaw (8 def, 14 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Cun +6 Wil offense ------ Mindpower +35 (+7 eff.) Damage +15% cold When Hit 14 lightning On-Hit (Melee): * 27% chance to reduce damage dealt by 34% defense ------ Armor +14 Defense +8 (+1 eff.) Fatigue +5% Resistance +24% lightning +21% cold +7% all Physical save +15 (+2 eff.) Mind save +24 (+6 eff.) A cap made of leather. |
Ulfikhad the Frostransom (8 def, 22 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +9 Cun +13 Mag offense ------ Ignore resists +34% cold On-Hit (Melee): * 27% chance to reduce all saves and defense by 42 defense ------ Armor +22 Defense +8 (+1 eff.) Fatigue +5% Resistance +4% physical +12% darkness +7% all Crit Resistance 20.40% Physical save +15 (+2 eff.) Disarm Resist +27% A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) =light6=3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+0 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+0 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.0 Encumbrance 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. |
6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+1 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+1 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal =carry=0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal Focus =keep for set maybe=0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star =map=1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
1196 alchemist agate0.0 Encumbrance 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. |
65 alchemist bloodstone0.0 Encumbrance 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. |
Summertide Phial =dispell dark=1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(160 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Zerykalthohad the Moldworm =globaldebuff=2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +3% nature +18% mind When Hit 13 fire On-Hit (Melee): * 20% chance to slow global speed by 71% * 20% chance to reduce all saves and defense by 42 defense ------ Resistance +3% lightning +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Glota' =main light 7=1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +3.0% defense ------ Resistance +18% lightning Blind Resist +20% other ------- Max stamina +20.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Flashstake1.0 Encumbrance T5 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Wil +6 Con offense ------ Damage +10% mind When Hit 6 temporal defense ------ Resistance +19% blight +6% temporal Life Regen +19.00 other ------- Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 15 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 286.82 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 286.82 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dragon Orb (Orb of Command)1.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
innervating voratun torque of clear mind [power 4] (15 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 34% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Cyrenn' [power 3] (12 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% blight When Hit 4 blight defense ------ Resistance +6% nature +12% darkness Confus Resist +10% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 12 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 32% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Glacierstriker' [power 5] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +6 Con offense ------ Damage +12% darkness +18% cold Accuracy +41 (+9 eff.) Ignore Armor +6 defense ------ Armor +18 Defense +40 (+8 eff.) Resistance +21% cold Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to heal for 110. Torques are made by powerful psionics to store psionic powers. |
Unlightmistress [power 296] (9 cooldown) =red dmg/stats=2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +9% acid +21% darkness +9% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 * 20% chance to reduce damage dealt by 34% defense ------ Resistance +21% acid +6% blight Sting an enemy dealing 423 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Hanyyon' [power 554] (9 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +15% mind defense ------ Resistance +9% blight +15% temporal +5% arcane Unlife -80.00 life Stun Resist +20% Sting an enemy dealing 792 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Chalufang the yew wand of clairvoyance [power 11] (9 cooldown) =track=2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Mind Crit +2% Damage +6% mind Ignore resists +25% blight +15% acid When Hit 10 acid defense ------ Mind save +9 (+3 eff.) other ------- Psi when Hit +0.20 Reveal the area around you, dispelling darkness (radius 11, power 90 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 cooldown 100% to reduce fatigue by 33% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged dragonbone wand of lightning storm [power 728] (11 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 190 lightning damage and will be dazed for 1 turn (953 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of shielding [power 536] (12 cooldown) =wards=2.0 Encumbrance T5 wand charm [Ego+] Arcane While equipped: other ------- Wards +4 blight +4 fire +5 light +4 cold Talents +1 Ward Create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Var the Dwarf Wanderer level 34
13rd Dearth 125th year of Ascendancy at 18:53 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Var the Dwarf Wanderer level 50
45th Profit 126th year of Ascendancy at 01:17 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Var the Dwarf Wanderer level 33
25th Wealth 125th year of Ascendancy at 17:08 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Var the Dwarf Wanderer level 44
25th Gold 126th year of Ascendancy at 05:56 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Var the Dwarf Wanderer level 36
22nd Dearth 125th year of Ascendancy at 10:06 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Var the Dwarf Wanderer level 50
24th Loss 126th year of Ascendancy at 23:08 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Var the Dwarf Wanderer level 14
10th Steel 123rd year of Ascendancy at 15:44 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Var the Dwarf Wanderer level 35
20th Dearth 125th year of Ascendancy at 06:00 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Var the Dwarf Wanderer level 35
18th Dearth 125th year of Ascendancy at 07:47 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Var the Dwarf Wanderer level 23
45th Steel 125th year of Ascendancy at 04:51 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Var the Dwarf Wanderer level 22
28th Steel 125th year of Ascendancy at 15:11 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Var the Dwarf Wanderer level 20
16th Stralite 123rd year of Ascendancy at 15:54 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Var the Dwarf Wanderer level 50
20th Loss 126th year of Ascendancy at 18:09 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 Var the Dwarf Wanderer level 26
23rd Voratun 125th year of Ascendancy at 09:26 see stats
Honorary Roguelike Win (Insane (Adventure) difficulty)
Won the game in Normal or Semi-Roguelike permadeath mode without dying.By Var the Dwarf Wanderer level 50
25th Loss 126th year of Ascendancy at 13:35 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Var the Dwarf Wanderer level 10
10th Shortage 122nd year of Ascendancy at 08:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Var the Dwarf Wanderer level 20
8th Gold 123rd year of Ascendancy at 16:28 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Var the Dwarf Wanderer level 30
30th Profit 125th year of Ascendancy at 23:01 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Var the Dwarf Wanderer level 40
6th Shortage 125th year of Ascendancy at 04:00 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Var the Dwarf Wanderer level 50
2nd Profit 126th year of Ascendancy at 08:18 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Var the Dwarf Wanderer level 50
27th Wealth 126th year of Ascendancy at 06:40 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Var the Dwarf Wanderer level 50
1st Wealth 126th year of Ascendancy at 06:27 see stats
Portal reaver (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed two invocation portals.By Var the Dwarf Wanderer level 50
25th Loss 126th year of Ascendancy at 13:35 see stats
Selfless (Insane (Adventure) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Var the Dwarf Wanderer level 50
25th Loss 126th year of Ascendancy at 13:36 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Var the Dwarf Wanderer level 41
35th Steel 126th year of Ascendancy at 16:39 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Var the Dwarf Wanderer level 21
19th Wealth 124th year of Ascendancy at 21:34 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Var the Dwarf Wanderer level 36
20th Dearth 125th year of Ascendancy at 09:04 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Var the Dwarf Wanderer level 6
19th Voratun 122nd year of Ascendancy at 08:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Var the Dwarf Wanderer level 11
19th Iron 123rd year of Ascendancy at 09:36 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Var the Dwarf Wanderer level 50
10th Wealth 126th year of Ascendancy at 21:32 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Var the Dwarf Wanderer level 43
24th Gold 126th year of Ascendancy at 01:14 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Var the Dwarf Wanderer level 10
19th Shortage 122nd year of Ascendancy at 10:25 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Var the Dwarf Wanderer level 19
8th Gold 123rd year of Ascendancy at 03:38 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Var the Dwarf Wanderer level 37
3rd Loss 125th year of Ascendancy at 01:39 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Var the Dwarf Wanderer level 23
31st Steel 125th year of Ascendancy at 05:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Var the Dwarf Wanderer level 17
26th Steel 123rd year of Ascendancy at 16:46 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Var the Dwarf Wanderer level 32
24th Wealth 125th year of Ascendancy at 10:28 see stats
Well trained (Insane (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Var the Dwarf Wanderer level 50
11st Wealth 126th year of Ascendancy at 02:52 see stats
Log
Var repels an attack from Argoniel.
Argoniel misses Var.
Var converts some damage to Psi!
Var hits Argoniel for 154 physical, 14 mind, 27 darkness, 121 physical, 9 arcane, 14 mind, 27 darkness, 881 darkness, 14 mind, 27 darkness (1289 total damage).
Melee retaliation hits Var for 3 to psi, (6 absorbed), (6 mana), 0 acid, 2 to psi, (4 absorbed), (4 mana), 0 fire, 3 to psi, (6 absorbed), (6 mana), 0 acid, 2 to psi, (4 absorbed), (4 mana), 0 fire, 3 to psi, (6 absorbed), (6 mana), 0 acid, 2 to psi, (4 absorbed), (4 mana), 0 fire (14 total damage).
Var's storm dissipates.
Var's Beyond the Flesh performs a melee critical strike against Argoniel!
Var's spell attains critical power!
Argoniel shrugs off Var's 'Cripple'!
Var's Beyond the Flesh performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Honorary Roguelike Win (Insane (Adventure) difficulty)!
New Achievement: Portal reaver (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Talent Rush is ready to use.
Var converts some damage to Psi!
Argoniel HEALS from blight damage!
Acid Splash from Argoniel hits Var for 7 to psi, (16 absorbed), (16 mana), 0 acid (7 total damage).
Melee retaliation hits Var for 3 to psi, (6 absorbed), (6 mana), 0 acid, 2 to psi, (4 absorbed), (4 mana), 0 fire (5 total damage).
Var's Beyond the Flesh hits Argoniel for 331 physical, 14 mind, 27 darkness, 10 lightning, 3 blight, 4 healing, 4 lightning, 396 fire, 749 darkness (1534 total damage) [4 healing].
Var's Beyond the Flesh killed Argoniel!
Var converts some damage to Psi!
Carrion worm mass's wormblight area effect hits Var for 11 to psi, (25 absorbed), (25 mana), 0 blight (11 total damage).
--------------------------------
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless (Insane (Adventure) difficulty)!
Saving game...
Saving done.































































































































































































