










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 50 / 2089% |
| Size | medium |
| Lifes / Deaths | Killed by orc cryomancer at level 35 on the 28th Pyre 123rd year of Ascendancy at 10:33 / 3Killed by Atamathon the Giant Golem at level 50 on the 76th Haze 123rd year of Ascendancy at 06:33 Killed by Atamathon the Giant Golem at level 50 on the 76th Haze 123rd year of Ascendancy at 06:40 |
| Antimagic | Follower |
Primary Stats
| Strength | 80 (base 60) |
| Dexterity | 45 (base 24) |
| Constitution | 44 (base 25) |
| Magic | 29 (base 15) |
| Willpower | 78 (base 62) |
| Cunning | 77 (base 61) |
Resources
| Life | -358/1368 |
| Hate | 141/141 |
| Equilibrium | 0 |
| Healing Factor | 1.6583177570094 |
| Regeneration | 7.5453457943927 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 2.9753977059954E-13 |
| ESP Range | 10 |
| ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 48 |
| Crit Chance | 34% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 106 |
| Accuracy | 48 |
| Crit Chance | 34% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9.6666666666667 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 84 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +50% |
| Nature | +26% |
| Physical | +27% |
| Mind | +42% |
| All | +17% |
Offense: Damage Penetration
| Physical | +24% |
| Darkness | +15% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 71.413408721348 (66.666666666667%) |
| Defense | 33 |
| Ranged Defense | 37 |
| Fatigue | 20 |
| Physical Save | 64 |
| Spell Save | 59 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 65%( 70%) |
| Blight | + 50%( 70%) |
| Arcane | + 7%( 70%) |
| Cold | + 67%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 15%( 70%) |
| Lightning | + 48%( 70%) |
| Temporal | + 27%( 70%) |
| Physical | + 14%( 70%) |
| Mind | + 7%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Disarm Resistance | 35% |
| Pinning Resistance | 37% |
| Silence Resistance | 35% |
| Confusion Resistance | 84% |
| Fear Resistance | 44% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 612 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 817% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -971 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
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Cursed / Punishments | 1.50 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | Guarding against melee damage: Will dismiss up to 45 damage from the next 1.0 attack(s). Guarded |
| beneficial effect | [???] is feeding from Atamathon the Giant Golem. Feeding |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | You gain 39% resistance against fire. Resolve |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | 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 talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | 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 Track (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton mage. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed skeleton mage skull. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed sandworm tooth. * You've found the needed vampire lord fang. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 | reinforced pair of voratun boots of strife (Nightmares) (0 def, 13 armour)3.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +5 Wil +6 Con dps ---------- Mind.pwr +8 (+1 eff.) Res.pen +9% physical ----- def ----- Armour +13 Fatigue +4% Resists +15% acid +15% fire +15% cold +15% lightning Curse of Nightmares Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Chalodar'1.0 T3 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Phys.crit +2.0% Mind.pwr +10 (+2 eff.) Res.pen +15% physical ----- def ----- Armour +6 Phys.save +22 (+6 eff.) Die.at -40.00 life HP.reg +0.40 Heal.mod +22% ---------- misc Hate/m.crit +2.00 Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Malslek the Accursed's Hat (Shrouds) (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.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 Curse of Shrouds 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 hands | Spellhunt Remnants (Nightmares) (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+4 eff.) ---------- misc Light +1 Curse of Nightmares Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 215.88 arcane damage and stunned). Uses 100 power out of 88/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Siluvea [power 90] (20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Spell.crit +5% Phys.pwr +12 (+3 eff.) Phasing +50% ----- def ----- Armour +7 Phys.save +18 (+5 eff.) Spell.save +36 (+9 eff.) Die.at -60.00 life ---------- misc Mana/turn +0.16 Max.mana +80.00 Talents +5 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Aerebrekira the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +9% lightning +9% temporal +9% nature +18% acid Crit.dmg- 15.00% Max.HP +44.00 Silence- +35% Disarm- +35% Pinning- +37% Knockbk- +36% Rings can have magical properties. |
| Around neck | Cyrema0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% acid +8% physical +3% darkness +12% temporal Spell.save +9 (+3 eff.) ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
| In main hand | Will (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This psionic mindstar hates not to be wrathful. The set is complete. Power 16.0 - 17.6 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +16 nature +20 light Against +22% Unnatural On Hit.r1 +8 light On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +5% Mind.pwr +20 (+4 eff.) Dmg.mod +25% mind +23% darkness Res.pen +15% mind +15% darkness Melee Ret 8 light 16 mind ----- def ----- Spell.save +20 (+5 eff.) Max.HP +100.00 HP.reg +3.90 Curse of Corpses 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. |
| Around waist | Girdle of the Calm Waters (Misfortune)1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Barkkiss the living mindstar (Madness) (17.5-19.25 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. The set is complete. Power 17.5 - 19.3 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Mag dps ---------- Mind.crit +5% Mind.pwr +20 (+4 eff.) Dmg.mod +9% nature ----- def ----- Resists +6% darkness +6% blight Crit.dmg- 15.00% Mind.save +9 (+3 eff.) HP.leech%% +25% HP.leech +23% Confus- +30% ---------- misc Psi/turn +0.00 Hate/m.crit +6.00 Max.hate +21.00 Light +2 Telepathy Demon/Minor Demon/Major Curse of Madness 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. |
| Cloak | elven-silk cloak 'Chalylach' (Shrouds) (12 def, 13 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +1 Wil +4 Con dps ---------- Acc +8 (+4 eff.) ----- def ----- Armour +13 Defense +12 (+6 eff.) Rng.Def +9 (+4 eff.) Resists +30% cold Phys.save +53 (+13 eff.) Mind.save +12 (+4 eff.) Die.at -70.00 life Max.HP +20.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (Misfortune) (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Misfortune Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 56.06 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
regeneration infusion of the psychic (heal 565 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 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 565 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 psychic (heal 397 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 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 397 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 625 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 625 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 (resist 17%; cure magical, mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 28%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 22%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the warrior (42 nature damage, 23% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 41.51 nature damage per turn for 7 turns, and reducing the target's healing received by 23%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune (absorb 122 for 4 turns)0.1 T2 rune scroll [Normal] 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 122 damage for 4 turns. 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 (+1 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... |
grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +20% 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 +12% temporal Pinning- +21% Knockbk- +20% Amulets can have magical properties. |
warrior's copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
Tempestmaster the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +20% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% mind +12% lightning ---------- misc Masteries +0.16 Cursed/Fears Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
warrior's copper ring of tenacity (Nightmares)0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +23.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
Baragrim (Corpses)0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +23% fire ----- def ----- Resists +46% fire +6% nature +5% arcane Spell.save +3 (+1 eff.) Rings can have magical properties. |
steel ring 'Manurogorn'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Resists +9% lightning Phys.save +30 (+8 eff.) Knockbk- +35% Teleport- +25% Rings can have magical properties. |
Inertial Twine (Shrouds)0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Cuthadir the Nimbusstreaker0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +6 (+1 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) Max.HP +44.00 Disarm- +50% Pinning- +50% Knockbk- +42% Rings can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+4 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mardular0.1 T5 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Mind.crit +6% ----- def ----- Armour +6 Resists +5% arcane +9% cold HP.reg +4.20 Confus- +15% Stun/Frz- +46% ---------- misc Max.psi +50.00 Rings can have magical properties. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Blazeparry the ash vilestaff (Misfortune) (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 lightning While equipped: Stats +5 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% acid +9% lightning ----- def ----- Armour +6 Hardiness +4% Crit.dmg- 15.00% Phys.save +6 (+2 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Samiregar' (Corpses) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +4 temporal While equipped: dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) S.pwr/crit +5 Dmg.mod +20% fire On Hit (Melee): * 10% chance to disease ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +3.00 Max.vim +20.00 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +15% Spell.pwr +48 (+7 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
plaguebringer's steel mace of erosion (Shrouds) (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane/Nature Power 14.5 - 20.3 Physical Uses 40% Wil, 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 blight +7 nature +7 temporal On Hit: 10% Epidemic 2 On Hit: * 7% chance to disease While equipped: ----- def ----- Disease- +11% Curse of Shrouds Blunt and deadly. |
acidic dwarven-steel dagger of phasing (Shrouds) (17.5-22.75 power, 15 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 17.5 - 22.8 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +15 Crit +6.0% Atk.spd 100% Phasing +12% Melee+ +7 acid On Crit: * splashes the target with acid Curse of Shrouds Sharp, short and deadly. |
flaming dwarven-steel dagger of massacre (Madness) (20.5-26.65 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 20.5 - 26.7 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +7 fire Curse of Madness Sharp, short and deadly. |
Oozing Heart (Misfortune) (17-18.7 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 90% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% Melee+ +0 manaburn arcane While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+2 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Curse of Misfortune Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 93.98 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Core of the Forge (Misfortune) (24-26.4 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 100% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+4 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Curse of Misfortune Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 57.40 mind damage, 47.32 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 5.14 mind and 4.24 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Druchak the living mindstar (Madness) (17.5-19.25 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar has an epiphany about dreams. This natural frost should be returned to the wyrm. Power 17.5 - 19.3 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +10% Mind.pwr +14 (+2 eff.) Dmg.mod +7% acid +10% cold +20% mind +6% arcane Res.pen +16% cold Melee Ret 12 ice 12 blight On Hit (Melee): * 10% chance to disease ----- def ----- Armour +9 Resists +17% cold Spell.save +12 (+3 eff.) ---------- misc Equi/ret +1.30 Curse of Madness 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. |
Glarewalker the living mindstar (Madness) (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This honing mindstar will focus other psionic mindstars. This harmonious mindstar will complement other natural mindstars. Power 16.5 - 18.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +4 light +8 nature On Hit: * Slows global speed by 20% While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +6% acid +9% physical +10% nature +6% light Res.pen +7% nature +10% physical On Hit (Melee): * 30% chance to blind ----- def ----- Resists +8% nature +10% physical Max.HP +31.00 HP.reg +1.60 ---------- misc Equi/ret +1.10 Masteries +0.20 Wild-gift/Harmony Curse of Madness 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. |
Manobar (Misfortune) (18-19.8 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature This harmonious mindstar will complement other natural mindstars. Power 18.0 - 19.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Mind.crit +5% Spell.pwr +8 (+1 eff.) Mind.pwr +10 (+2 eff.) S.pwr/crit +8 Dmg.mod +10% nature Res.pen +10% nature Phasing +20% ----- def ----- Resists +10% nature ---------- misc Mana/turn +0.16 Equi/ret +2.50 Vim/s.crit +3.00 Masteries +0.20 Wild-gift/Harmony Curse of Misfortune 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. |
Venomwish (Nightmares) (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. Power 16.5 - 18.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +16 (+3 eff.) Dmg.mod +19% lightning +16% fire +9% mind +22% cold Res.pen +30% mind On Hit (Melee): * Slows global speed by 34% ----- def ----- Resists +10% mind +6% nature Dmg.Resnn +15% Mind.save +20 (+7 eff.) Max.HP +46.00 HP.reg +2.00 ---------- misc Psi/ret +2.50 Max.psi +20.00 Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Curse of Nightmares 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. |
living mindstar 'Flareblack' (Shrouds) (15.5-17.05 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar dreams of an epiphany. The natural wyrm seeks an element. Power 15.5 - 17.1 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +16 fire On Hit.r1 +4 acid On Crit.r2 +8 fire While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +22.00% Mind.pwr +17 (+3 eff.) Res.pen +10% fire Melee Ret 9 lightning 10 physical 22 fire 10 cold 10 acid ----- def ----- Resists +6% lightning +10% physical +9% acid +9% fire +24% mind +13% cold Spell.save +20 (+5 eff.) Mind.save +10 (+3 eff.) Blind- +0% Stun/Frz- +0% ---------- misc Psi/turn +0.00 Max.psi +50.00 Curse of Shrouds 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. |
Chuharavon (Corpses)4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit.r1 +4 arcane On Hit: * 20% chance to disease While equipped: Stats +11 Mag dps ---------- Dmg.mod +3% blight +23% temporal +32% physical Res.pen +55% physical +23% temporal Phasing +50% ----- def ----- Resists +9% blight ---------- misc Reload +10 Masteries +0.60 Chronomancy/Bow Threading Instant Weapon Swap Curse of Corpses Longbows are used to shoot arrows at your foes. |
Storm Fury (Nightmares)4.0 T5 longbow 2H weapon Reqs Mag 30 Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+6 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. Curse of Nightmares This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Hare-Skin Sling (Shrouds)4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Survival Curse of Shrouds Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Obsidiannull (13/13, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 21.5 - 30.1 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 13 Rld cld 3 Ranged+ +20 darkness On Hit.r1 +4 darkness On Crit.r2 +20 darkness Arrows are used with bows to pierce your foes to death. |
prismatic hardened leather armour of fire resistance (Nightmares) (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +16% fire +12% light +12% darkness Curse of Nightmares A suit of armour made of leather. |
Daykiller the dwarven-steel mail armour (Nightmares) (3 def, 8 armour)14.0 T3 heavy armor [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +21% light +15% mind Res.pen +25% light +10% mind ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +14% darkness +10% physical ---------- misc Light +5 Curse of Nightmares Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Lightning Catcher (Shrouds)1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. Curse of Shrouds A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Sunhunger the drakeskin leather belt (Misfortune)1.0 T5 belt armor [Rare] Nature While equipped: Stats +7 Str +5 Dex +5 Mag +6 Wil dps ---------- Res.pen +15% nature ----- def ----- Resists +15% lightning +15% temporal +18% fire Crit.dmg- 18.00% Curse of Misfortune A belt that goes around your waist. |
Searsweep (Nightmares) (3 def, 9 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +13% darkness Res.pen +16% darkness +15% fire Acc +24 (+9 eff.) ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue -6% Resists +18% darkness +25% cold Stealth +14 Max.HP +67.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Hate/m.crit +3.00 Max.stam +26.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashbreaker (Nightmares) (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Crit.mult +20.00% Dmg.mod +6% light +6% arcane ----- def ----- Armour +3 Fatigue +3% Resists +11% cold +10% fire ---------- misc Mana/turn +0.24 Vim/s.crit +3.00 Light +2 Curse of Nightmares A pair of boots made of leather. |
Ce'Nukira the pair of dwarven-steel boots (Misfortune) (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +9% acid +20% light +11% fire +12% nature +17% cold +5% arcane +9% darkness Spell.save +20 (+5 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velyrivena (Madness) (9 def, 8 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +8 Str +3 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +8 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Fatigue +3% Max.HP +20.00 ---------- misc Stam/turn +0.40 Curse of Madness Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (Misfortune) (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Curse of Misfortune Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 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. |
Ebonywar of the Blightspawn (Madness) (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Master While equipped: Stats +2 Dex +1 Wil +5 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Res.pen +10% physical On Melee Ret: * 38% chance to inflict 15% damage reduction * 26% chance to disease ----- def ----- Armour +5 Fatigue -12% Phys.save +17 (+4 eff.) ---------- misc Max.enc +80 Light +3 See.Invis +9 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (Misfortune) (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Curse of Misfortune These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Glowstoker (Nightmares) (0 def, 12 armour)1.5 T3 hands armor [Rare] Psionic While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +6.00% Melee+ 10 mind Dmg.mod +6% mind Res.pen +10% light ----- def ----- Armour +12 Resists +8% mind ---------- misc Max.stam +10.00 Light +2 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Omniscience (Madness) (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+3 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+8 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Curse of Madness Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
drakeskin leather cap 'Phlegmwedge' (Shrouds) (8 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Str dps ---------- Res.pen +10% arcane +10% nature Acc +11 (+5 eff.) Melee Ret 7 physical On Hit (Melee): * Slows global speed by 30% On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +5% Resists +6% lightning +10% temporal +6% nature Curse of Shrouds Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 299.1 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 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. |
8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
6 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. |
9 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. |
7 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. |
15 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 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. |
8 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. |
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. |
411 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. |
47 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. |
Aderin the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +3% Melee Ret 8 mind ----- def ----- Crit.dmg- 15.00% ---------- misc Light +6 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (133 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 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. |
brutal voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Apr +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from 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 Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
supercharged iron torque of charged psionic shield [power 35] (24 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 35 for 7 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+0 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 126 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Chargestake the stralite torque of charged psionic shield [power 117] (20 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% arcane ----- def ----- Resists +5% arcane +24% lightning ---------- misc Wards +3 physical +5 mind +5 darkness Talents +1 Ward Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 117 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Runuhek the stralite torque of psychoportation [power 52] (30 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: ----- def ----- Spell.save +48 (+12 eff.) Mind.save +30 (+10 eff.) Die.at -80.00 life Poison- +15% Pinning- +25% ---------- misc Talents +4 Telekinetic Blast Teleport randomly (rad 52) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield 'Emota' [power 125] (20 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% nature Phys.save +30 (+8 eff.) Spell.save +12 (+3 eff.) Die.at -80.00 life Disarm- +45% Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 125 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of kinetic psionic shield 'Poryta' [power 151] (20 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Acc +14 (+6 eff.) Apr +3 Melee Ret 20 temporal 12 physical ----- def ----- Resists +2% physical Phys.save +20 (+5 eff.) Heal.mod +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +10.00 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 151 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
Persistant Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
quick yew totem of healing [power 117] (16 cooldown)2.0 T3 totem charm [Ego] Nature Heal a target within range 9 (based on Willpower) for 117 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 7/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
supercharged dragonbone totem of cure ailments [power 5] (13 cooldown)2.0 T5 totem charm [Ego] Nature Remove up to 5 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By [???] the Cornac Doomed level 30
2nd Pyre 123rd year of Ascendancy at 07:44 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By [???] the Cornac Doomed level 47
55th Dusk 123rd year of Ascendancy at 12:24 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By [???] the Cornac Doomed level 30
78th Regrowth 123rd year of Ascendancy at 23:13 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By [???] the Cornac Doomed level 24
12nd Regrowth 123rd year of Ascendancy at 04:06 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By [???] the Cornac Doomed level 35
21st Pyre 123rd year of Ascendancy at 06:04 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By [???] the Cornac Doomed level 42
2nd Dusk 123rd year of Ascendancy at 03:46 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By [???] the Cornac Doomed level 33
17th Pyre 123rd year of Ascendancy at 23:16 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By [???] the Cornac Doomed level 18
75th Haze 122nd year of Ascendancy at 04:54 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By [???] the Cornac Doomed level 45
34th Dusk 123rd year of Ascendancy at 00:59 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By [???] the Cornac Doomed level 15
25th Haze 122nd year of Ascendancy at 13:33 see stats
Demonic Invasion (Nightmare (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By [???] the Cornac Doomed level 46
50th Dusk 123rd year of Ascendancy at 22:14 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By [???] the Cornac Doomed level 32
14th Pyre 123rd year of Ascendancy at 11:31 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By [???] the Cornac Doomed level 19
1st Allure 123rd year of Ascendancy at 14:27 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By [???] the Cornac Doomed level 50
66th Haze 123rd year of Ascendancy at 06:53 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By [???] the Cornac Doomed level 19
2nd Wintertide 123rd year of Ascendancy at 05:46 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By [???] the Cornac Doomed level 24
25th Regrowth 123rd year of Ascendancy at 06:17 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By [???] the Cornac Doomed level 50
49th Haze 123rd year of Ascendancy at 07:52 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By [???] the Cornac Doomed level 10
8th Dusk 122nd year of Ascendancy at 22:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By [???] the Cornac Doomed level 20
1st Allure 123rd year of Ascendancy at 14:27 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By [???] the Cornac Doomed level 30
78th Regrowth 123rd year of Ascendancy at 11:58 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By [???] the Cornac Doomed level 40
5th Mirth 123rd year of Ascendancy at 19:53 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By [???] the Cornac Doomed level 50
18th Haze 123rd year of Ascendancy at 11:17 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By [???] the Cornac Doomed level 50
47th Haze 123rd year of Ascendancy at 05:46 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By [???] the Cornac Doomed level 48
79th Dusk 123rd year of Ascendancy at 04:26 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By [???] the Cornac Doomed level 14
72nd Dusk 122nd year of Ascendancy at 02:44 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By [???] the Cornac Doomed level 34
20th Pyre 123rd year of Ascendancy at 05:46 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By [???] the Cornac Doomed level 32
12nd Pyre 123rd year of Ascendancy at 17:04 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By [???] the Cornac Doomed level 33
14th Pyre 123rd year of Ascendancy at 16:42 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By [???] the Cornac Doomed level 50
66th Haze 123rd year of Ascendancy at 06:53 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By [???] the Cornac Doomed level 10
12nd Dusk 122nd year of Ascendancy at 23:57 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By [???] the Cornac Doomed level 50
47th Haze 123rd year of Ascendancy at 15:28 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By [???] the Cornac Doomed level 22
9th Allure 123rd year of Ascendancy at 18:55 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By [???] the Cornac Doomed level 36
54th Pyre 123rd year of Ascendancy at 21:58 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By [???] the Cornac Doomed level 22
9th Allure 123rd year of Ascendancy at 05:37 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By [???] the Cornac Doomed level 36
35th Pyre 123rd year of Ascendancy at 06:32 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By [???] the Cornac Doomed level 19
77th Haze 122nd year of Ascendancy at 16:43 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By [???] the Cornac Doomed level 35
28th Pyre 123rd year of Ascendancy at 10:33 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By [???] the Cornac Doomed level 29
78th Regrowth 123rd year of Ascendancy at 11:58 see stats
Log
Atamathon the Giant Golem hits [???] for 140 fire, 297 light, 283 physical (719 total damage).
Atamathon the Giant Golem hits Terror for 183 fire, 532 light, 367 physical (1082 total damage).
Atamathon the Giant Golem killed Terror!
Terror has been weakened.
Terror has been weakened.
Terror has been weakened.
[???]'s is no longer weakened.
Talent Infusion: Wild is ready to use.
Atamathon the Giant Golem is no longer attracting creatures.
Atamathon the Giant Golem speeds up.
Atamathon the Giant Golem uses Giant Leap.
Your hatred grows even as your life fades! (+21 hate)
[???] is invigorated by the attack!
[???] is invigorated by the attack!
[???] hits Atamathon the Giant Golem for 2 light, 7 mind (9 total damage).
Thorn Grab from [???] hits Atamathon the Giant Golem for 16 nature damage.
Atamathon the Giant Golem hits [???] for (53 gestured), 608 fire, 39 fire (646 total damage).
Terror has been weakened.
Terror has been weakened.
Terror has been weakened.
Atamathon the Giant Golem slows down.
Your summoned terror disappears.
Terror has been weakened.
Terror has been weakened.
Terror has been weakened.
Atamathon the Giant Golem uses Pound.
Your hatred grows even as your life fades! (+12 hate)
Saving game...


















































































































































