











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official 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:
Alternative Combat Sounds 1.5.5Replaces a few combat and talent sounds that I felt didn't fit (for various reasons) from the base game Currently replaced sounds: Note: As this does include a sound file for Steamguns, it's made with the EoR DLC in mind. However, I'm fairly certain it should work without the DLC. Also Note: This is my first addon and I'm not particularly experienced with lua, so there are a few things I couldn't do (yet!). I included a "sling_miss" version of the sling sound, but I've yet to find a way to get the game to use it (without overwriting the entire data for slings, which would be bad). So for now, the sound file is there, but the game will make the same sound whether you hit with a sling or miss (the default sling sound does the same thing). Any advice on how to tweak that one line of code (sound_miss = "actions/sling") without using an overload would be greatly appreciated! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 50 / 1349% |
| Size | big |
| Lifes / Deaths | Killed by rogue at level 9 on the 33rd Dusk 122nd year of Ascendancy at 23:29 0 / 8Killed by Voridhewen the forest wight at level 14 on the 51st Haze 122nd year of Ascendancy at 09:07 Killed by Voridhewen the forest wight at level 14 on the 51st Haze 122nd year of Ascendancy at 09:49 Killed by snow giant boulder thrower at level 20 on the 14th Regrowth 123rd year of Ascendancy at 00:22 Killed by Siluvea the Neverdead at level 44 on the 56th Haze 123rd year of Ascendancy at 21:20 Killed by war hound at level 50 on the 6th Dusk 124th year of Ascendancy at 04:33 Killed by Eilinolevea the slimy ooze at level 50 on the 7th Dusk 124th year of Ascendancy at 22:15 Killed by Poloba the poison ooze at level 50 on the 8th Dusk 124th year of Ascendancy at 02:34 |
Primary Stats
| Strength | 48 (base 11) |
| Dexterity | 88 (base 60) |
| Constitution | 76 (base 55) |
| Magic | 47 (base 14) |
| Willpower | 59 (base 32) |
| Cunning | 94 (base 60) |
Resources
| Life | 1222/1222 |
| Stamina | 384/384 |
| Healing Factor | 1.4024390243903 |
| Regeneration | 23.300980590536 |
Speed
| Mental | -12% |
| Attack | -12% |
| Movement | +16% |
| Spell | -12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 48.521131486849 |
| See Invisible | 48.521131486849 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 160 |
| Accuracy | 68 |
| Crit Chance | 72% |
| APR | 13 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 45% |
| Speed | 1.1363636363636 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 31% |
| Speed | 1.1363636363636 |
Offense: Damage Bonus
| Light | +33% |
| Temporal | +37% |
| Physical | +42% |
| Fire | +42% |
| All | +22% |
Offense: Damage Penetration
| Light | +10% |
| Blight | +15% |
| Physical | +17% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 82.719009130622 (87.119619632959%) |
| Defense | 66 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 44 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 65%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 45%( 70%) |
| Cold | + 70%( 70%) |
| All | + 42%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 52%( 70%) |
| Temporal | + 62%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Bleed Resistance | 0% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 389 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 741% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -811 life. The duration and life will increase by 1% for every 1% life you have lost (currently 811 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.20 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Called Shots | 1.61 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stoning Poison |
| talent | Roll With It |
| talent | Volatile Poison |
| talent | Lacerating Strikes |
| talent | Trained Reactions |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Apply Poison · Counter Shot |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | 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 gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +2. | 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 Dexterity by +2. | done |
You failed to protect the repented thief from death by Tide Pods. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1308. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Dawnstone (0 def, 15 armour)3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +6% light Melee Ret 4 physical ----- def ----- Armour +15 Fatigue -5% Resists +29% lightning +14% temporal +6% light +14% fire +15% cold +10% acid Phys.save +43 (+10 eff.) ---------- misc Max.enc +50 Max.stam +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Tide's Pods (23/23, 166% power, 6 apr)3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 166% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +34.0% Capacity 23 Ranged+ +52 insidious poison +23 darkness Against +18% Living On Hit.r1 +4 darkness On Crit.r2 +4 nature On Hit: * 47% chance to slow global speed by 58% * 47% chance to reduce damage dealt by 25% On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
| Light source | Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 70 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 27.96 cold damage and 32.54 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | voratun helm 'Hettogorn' (0 def, 9 armour)3.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +4 Cun +9 Con dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +9 Fatigue +5% Resists +3% blight Phys.save +15 (+3 eff.) Mind.save +11 (+3 eff.) Pinning- +10% Knockbk- +10% Battle Cry: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's dwarven-steel gauntlets of dispersion (0 def, 2 armour)1.5 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Dex +5 Mag +7 Wil +3 Cun dps ---------- Melee+ 10 arcane ----- def ----- Armour +2 Resists +5% arcane Phys.save +7 (+1 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Disperse Magic: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +0% all +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 18 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | painweaver's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +5% all ----- def ----- Resists +22% acid +16% fire +16% lightning +20% cold Rings can have magical properties. |
| Around neck | grounding stralite amulet of mastery (0.31 Cunning / Called Shots)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +17% lightning Stun/Frz- +30% ---------- misc Masteries +0.31 Cunning/Called Shots Amulets can have magical properties. |
| In main hand | Artheldil4.0 T4 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 125% Range +9 While equipped: dps ---------- Dmg.mod +20% physical Res.pen +17% physical ----- def ----- Armour +4 Resists +15% nature +12% blight Mind.save +6 (+2 eff.) Pinning- +15% Knockbk- +10% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | drakeskin leather belt 'Anyramnir'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +5 Wil +6 Cun dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +8 Resists +7% acid +6% temporal +3% blight +8% fire +6% cold +8% lightning Phys.save +15 (+3 eff.) Spell.save +24 (+8 eff.) Mind.save +17 (+5 eff.) Poison- +20% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Shieldsmaiden (5 def, 20 armour, 159% power, 150 block)7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Ice Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
| Cloak | Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 263.52 cold damage and condensing the air into freezing vapors that deal 87.84 cold damage (based on Magic) each turn for 10 turns. Uses 27 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
| Main armor | Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.4 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 167.65 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
heroism infusion of the duelist (die at -756; dur 9; cd 23)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -756 life. The duration and life will increase by 1% for every 1% life you have lost (currently 756 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
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. |
Taint of Telepathy (Range 10 telepathy for 5 turns)0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
wanderer's copper amulet of cunning (+4)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +7 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.40 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
warrior's steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
gold amulet 'Islisema'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.crit +4% Melee Ret 16 mind ----- def ----- Heal.mod +10% Cut- +40% ---------- misc Hate/m.crit +3.00 Light +2 Heal: Puts all charms on 31 cooldown Level 2.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
mindweaver's gold amulet of constitution (+3)0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +10% Amulets can have magical properties. |
Neryrin0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil +10 Con dps ---------- Dmg.mod +15% blight Melee Ret 8 arcane 8 blight ----- def ----- Resists +30% lightning +12% physical Phys.save +25 (+6 eff.) Spell.save +25 (+8 eff.) Mind.save +25 (+7 eff.) Stun/Frz- +50% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.20 Vim/s.crit +2.00 Max.mana +20.00 Max.vim +20.00 Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Hettizilarim0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Dmg.mod +21% mind Res.pen +20% temporal Acc +11 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal Rings can have magical properties. |
rogue's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +9 See.Invis +8 Rings can have magical properties. |
solipsist's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- HP.reg +1.60 Stun/Frz- +26% Rings can have magical properties. |
Windborne Azurite ring0.1 T4 ring jewelry [Ego] While equipped: Stats +8 Cun +8 Dex dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Ignore.dmg +8% Affinity +20% lightning Rings can have magical properties. |
stralite ring of blinding strikes0.1 T4 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 30 light Ranged+ 30 light On Hit (Melee): * 18% chance to blind On Hit (Ranged): * 21% chance to blind Rings can have magical properties. |
voratun ring 'Gyyann'0.1 T5 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +6% light Die.at -60.00 life Max.HP +46.00 Cut- +35% Silence- +10% Disarm- +59% Pinning- +46% Knockbk- +33% Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+16 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 174 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." |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range 9 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. |
Fireblack the reinforced leather sling4.0 T4 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 125% Range +9 While equipped: Stats +2 Str +6 Wil +6 Con dps ---------- Dmg.mod +6% fire +17% physical Res.pen +17% physical ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
Wind Worn Shot (18/25, 148% power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
barbed pouch of voratun shots of the leech (14/21, 165% power, 6 apr)3.0 T5 shot ammo [Ego+] Disrupt/Master Power 166% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +10 bleed On Hit: * 18% chance to slow global speed by 58% * leeches stamina from the target On Crit: * wounds the target for 7 turns: 17 bleeding, 60% reduced healing Shots are used with slings to pummel your foes to death. |
elemental pouch of voratun shots of annihilation (7/21, 172% power, 12 apr)3.0 T5 shot ammo [Ego++] Arcane/Master Power 172% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +12 Crit +12.0% Capacity 21 Proj.spd +200% On Hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
Summertide (17 def, 15 armour, 164% power, 260 block)7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] Nature When used to Attack: Power 164% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +5 Block Send out a range 7 beam, lighting its path and dealing 75.54 to 94.43 light damage (based on Willpower and Cunning). Uses 11 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. |
insulating rough leather belt of magery1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% ----- def ----- Resists +5% fire +6% cold A belt that goes around your waist. |
grounding hardened leather belt of life1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +8% temporal HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- D.Red.from +29% Summoned Stealth +7 ---------- misc T.Disarm +8 Infravis +5 A belt that goes around your waist. |
grounding drakeskin leather belt of burglary1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +5 Dex +4 Cun +7 Lck ----- def ----- Resists +9% lightning +11% temporal Stealth +13 ---------- misc T.Disarm +6 Infravis +5 A belt that goes around your waist. |
ravager's drakeskin leather belt of resilience1.0 T5 belt armor [Ego+] Nature/Master While equipped: dps ---------- Dmg.mod +23% physical Res.pen +15% physical ----- def ----- Max.HP +57.00 A belt that goes around your waist. |
cashmere cloak 'Hokalthontir' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +10 Cun +5 Mag dps ---------- Dmg.mod +12% arcane ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +14% nature +13% blight HP.reg +2.10 Heal.mod +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 44 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Ebonynigh (25 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Con dps ---------- Dmg.mod +18% fire Res.pen +20% temporal +40% darkness +10% nature ----- def ----- Armour +5 Defense +25 (+6 eff.) Fatigue +5% Resists +30% temporal +39% darkness +3% fire Phys.save +25 (+6 eff.) Mind.save +16 (+4 eff.) Def/telep +24 Res/telep +14% Dur/telep +26% Evasion: (Instant) Puts all charms on 27 cooldown Level 2.6 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Galebender' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +10 Dex +4 Wil +3 Cun +12 Lck dps ---------- Phys.crit +6.0% Mind.crit +3% Phys.pwr +6 (+2 eff.) Dmg.mod +3% lightning Apr +13 ----- def ----- Armour +5 Fatigue +5% Resists +9% light Spell.save +20 (+7 eff.) Mind.save +6 (+2 eff.) Stealth +11 ---------- misc Equi/ret +0.08 Disengage: Puts all charms on 14 cooldown Level 2.6 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tide's Shufflers (25 def, 14 armour)3.0 T5 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +2% Mov.spd +10% ----- def ----- Armour +14 Defense +25 (+6 eff.) Fatigue -6% Resists +6% cold Max.HP +52.00 HP.reg +4.10 Heal.mod +30% Cut- +10% Disarm- +10% Confus- +10% Stun/Frz- +15% ---------- misc Stam/turn +0.80 Mana/s.crit +3.00 Infravis +3 Evasion: (Instant) Puts all charms on 27 cooldown Level 2.6 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 T5 hands armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Cun ----- def ----- Armour +3 Phys.save +10 (+2 eff.) HP.reg +2.90 ---------- misc Stam/turn +1.00 Psi/turn +0.31 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 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. |
18 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. |
14 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 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. |
23 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. |
25 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. |
15 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. |
24 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
42 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. |
preserving alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% blight Max.HP +44.00 HP.reg +1.10 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +59.00 Blind- +33% Confus- +16% ---------- misc Light +8 See.Stealth +5 See.Invis +11 Track: Puts all charms on 35 cooldown Level 2.6 Pwr.cost 35 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 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 143.61 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 143.61 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. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 87 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 70 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Karath (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +24% cold Phys.save +30 (+7 eff.) Confus- +10% Pinning- +25% ---------- misc Infravis +4 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 (+1 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. |
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 (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 power out of 343/400 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. |
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
Found the mysterious staff and told Last Hope about it.By Tide Pods the Cornac Skirmisher level 28
34th Pyre 123rd year of Ascendancy at 05:52 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tide Pods the Cornac Skirmisher level 46
1st Decay 123rd year of Ascendancy at 17:59 see stats
Against all odds
Killed Ukruk in the ambush.By Tide Pods the Cornac Skirmisher level 27
28th Pyre 123rd year of Ascendancy at 11:40 see stats
Arachnophobia
Destroyed the spydric menace.By Tide Pods the Cornac Skirmisher level 36
38th Dusk 123rd year of Ascendancy at 11:26 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Tide Pods the Cornac Skirmisher level 45
78th Haze 123rd year of Ascendancy at 23:27 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Tide Pods the Cornac Skirmisher level 49
45th Pyre 124th year of Ascendancy at 14:46 see stats
Brave new world
Went to the Far East and took part in the war.By Tide Pods the Cornac Skirmisher level 35
16th Dusk 123rd year of Ascendancy at 21:39 see stats
Bringer of Doom
Killed a Bringer of Doom.By Tide Pods the Cornac Skirmisher level 14
49th Haze 122nd year of Ascendancy at 03:55 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Tide Pods the Cornac Skirmisher level 30
73rd Pyre 123rd year of Ascendancy at 12:06 see stats
Clone War
Destroyed your own Shade.By Tide Pods the Cornac Skirmisher level 46
8th Regrowth 124th year of Ascendancy at 07:33 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Tide Pods the Cornac Skirmisher level 13
24th Haze 122nd year of Ascendancy at 12:12 see stats
Destroyer of the creation
Killed Slasul.By Tide Pods the Cornac Skirmisher level 34
11st Dusk 123rd year of Ascendancy at 19:06 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Tide Pods the Cornac Skirmisher level 33
4th Dusk 123rd year of Ascendancy at 00:04 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Tide Pods the Cornac Skirmisher level 40
18th Haze 123rd year of Ascendancy at 18:30 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Tide Pods the Cornac Skirmisher level 50
70th Pyre 124th year of Ascendancy at 03:32 see stats
Exterminator
Killed 1000 creatures.By Tide Pods the Cornac Skirmisher level 16
7th Allure 123rd year of Ascendancy at 04:30 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tide Pods the Cornac Skirmisher level 31
1st Summertide 123rd year of Ascendancy at 13:48 see stats
Fear me not!
Survived the Fearscape!By Tide Pods the Cornac Skirmisher level 28
30th Pyre 123rd year of Ascendancy at 17:45 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Tide Pods the Cornac Skirmisher level 50
60th Pyre 124th year of Ascendancy at 18:48 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Tide Pods the Cornac Skirmisher level 50
3rd Mirth 124th year of Ascendancy at 00:59 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tide Pods the Cornac Skirmisher level 18
9th Allure 123rd year of Ascendancy at 21:18 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Tide Pods the Cornac Skirmisher level 38
14th Haze 123rd year of Ascendancy at 18:56 see stats
Level 10
Got a character to level 10.By Tide Pods the Cornac Skirmisher level 10
35th Dusk 122nd year of Ascendancy at 03:46 see stats
Level 20
Got a character to level 20.By Tide Pods the Cornac Skirmisher level 20
13rd Regrowth 123rd year of Ascendancy at 09:36 see stats
Level 30
Got a character to level 30.By Tide Pods the Cornac Skirmisher level 30
72nd Pyre 123rd year of Ascendancy at 05:40 see stats
Level 40
Got a character to level 40.By Tide Pods the Cornac Skirmisher level 40
17th Haze 123rd year of Ascendancy at 00:19 see stats
Level 50
Got a character to level 50.By Tide Pods the Cornac Skirmisher level 50
60th Pyre 124th year of Ascendancy at 06:16 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Tide Pods the Cornac Skirmisher level 30
79th Pyre 123rd year of Ascendancy at 13:03 see stats
Orcrist
Killed the leaders of the Orc Pride.By Tide Pods the Cornac Skirmisher level 46
1st Decay 123rd year of Ascendancy at 09:39 see stats
Pest Control
Killed 1000 reproducing vermin.By Tide Pods the Cornac Skirmisher level 50
6th Dusk 124th year of Ascendancy at 07:24 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Tide Pods the Cornac Skirmisher level 41
19th Haze 123rd year of Ascendancy at 22:54 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Tide Pods the Cornac Skirmisher level 9
15th Dusk 122nd year of Ascendancy at 03:34 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Tide Pods the Cornac Skirmisher level 29
44th Pyre 123rd year of Ascendancy at 05:04 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Tide Pods the Cornac Skirmisher level 32
1st Dusk 123rd year of Ascendancy at 17:25 see stats
Size is everything
Did over 1500 damage in one attack.By Tide Pods the Cornac Skirmisher level 40
17th Haze 123rd year of Ascendancy at 04:32 see stats
Size matters
Did over 600 damage in one attack.By Tide Pods the Cornac Skirmisher level 21
15th Pyre 123rd year of Ascendancy at 12:54 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Tide Pods the Cornac Skirmisher level 33
4th Dusk 123rd year of Ascendancy at 02:25 see stats
Slime killer party
Have 200 walls on the sludgenest turn into hostile creatures.By Tide Pods the Cornac Skirmisher level 50
7th Dusk 124th year of Ascendancy at 00:38 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Tide Pods the Cornac Skirmisher level 50
5th Dusk 124th year of Ascendancy at 16:50 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Tide Pods the Cornac Skirmisher level 50
70th Pyre 124th year of Ascendancy at 03:31 see stats
That was close
Killed your target while having only 1 life left.By Tide Pods the Cornac Skirmisher level 40
18th Haze 123rd year of Ascendancy at 12:18 see stats
The Arena
Unlocked Arena mode.By Tide Pods the Cornac Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 10:49 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Tide Pods the Cornac Skirmisher level 43
55th Haze 123rd year of Ascendancy at 19:19 see stats
The Rat Lich
Killed the terrible Rat Lich.By Tide Pods the Cornac Skirmisher level 28
31st Pyre 123rd year of Ascendancy at 08:13 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tide Pods the Cornac Skirmisher level 11
59th Dusk 122nd year of Ascendancy at 12:25 see stats
The bigger the better!
Did over 3000 damage in one attack.By Tide Pods the Cornac Skirmisher level 50
66th Pyre 124th year of Ascendancy at 22:54 see stats
The secret city
Discovered the truth about mages.By Tide Pods the Cornac Skirmisher level 15
2nd Wintertide 123rd year of Ascendancy at 00:49 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Tide Pods the Cornac Skirmisher level 16
4th Allure 123rd year of Ascendancy at 12:51 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Tide Pods the Cornac Skirmisher level 47
74th Regrowth 124th year of Ascendancy at 13:54 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Tide Pods the Cornac Skirmisher level 11
58th Dusk 122nd year of Ascendancy at 21:02 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Tide Pods the Cornac Skirmisher level 30
73rd Pyre 123rd year of Ascendancy at 10:38 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Tide Pods the Cornac Skirmisher level 19
12nd Regrowth 123rd year of Ascendancy at 16:58 see stats
Unstoppable
Returned from the dead.By Tide Pods the Cornac Skirmisher level 50
8th Dusk 124th year of Ascendancy at 02:34 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Tide Pods the Cornac Skirmisher level 26
28th Pyre 123rd year of Ascendancy at 01:22 see stats
Log
Talent Vital Shot is ready to use.
Training Dummy regains their energy.
Training Dummy speeds up.
Stoning Poison from Tide Pods hits Training Dummy for 21 nature damage.
Insidious Poison from Tide Pods hits Training Dummy for 9 nature damage.
Training Dummy is free of the stone poison!
Training Dummy turns to STONE!
Stoning Poison from Tide Pods hits Training Dummy for 21 nature damage.
Insidious Poison from Tide Pods hits Training Dummy for 9 nature damage.
Tide Pods shoots!
Tide Pods's Shoot performs a ranged critical strike against Training Dummy!
Training Dummy slows down.
Tide Pods's Shoot hits Training Dummy for 456 physical, 9 nature, 28 darkness, 20 light, 14 fire, 5 darkness, 5 nature (537 total damage).
Insidious Poison from Tide Pods hits Training Dummy for 9 nature damage.
Insidious Poison from Tide Pods hits Training Dummy for 9 nature damage.
Insidious Poison from Tide Pods hits Training Dummy for 9 nature damage.
Tide Pods shoots!
Tide Pods's Shoot performs a ranged critical strike against Training Dummy!
Tide Pods's Shoot hits Training Dummy for 513 physical, 9 nature, 28 darkness, 20 light, 14 fire, 5 darkness, 5 nature (593 total damage).
Training Dummy speeds up.
Insidious Poison from Tide Pods hits Training Dummy for 9 nature damage.
Training Dummy is no longer a statue.
Training Dummy is no longer poisoned.












































































































