













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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 Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.5.0Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 781% |
| Size | medium |
| Lifes / Deaths | Killed by Shooter at level 50 on the 26th Haze 122nd year of Ascendancy at 03:48 / 1 |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 140 (base 60) |
| Constitution | 102 (base 60) |
| Magic | 57 (base 12) |
| Willpower | 60 (base 12) |
| Cunning | 122 (base 60) |
Resources
| Life | 20456/20456 |
| Stamina | 977/985 |
| Healing Factor | 2.2573529411765 |
| Regeneration | 587.43161103587 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +245% |
| Spell | +200% |
| Global | +345% |
Vision
| Sight | 13 |
| Lite | -991 |
| Infravision | 12 |
| See Stealth | 85.404251094468 |
| See Invisible | 91.404251094468 |
| Stealth | 68.002770079578 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 269 |
| Accuracy | 103 |
| Crit Chance | 76% |
| APR | 186 |
| Speed | 0.27 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 40% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 95.55 |
Offense: Mind
| Mindpower | 100 |
| Crit Chance | 51% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +127% |
| Blight | +98% |
| Arcane | +107% |
| Cold | +98% |
| Lightning | +98% |
| Darkness | +107% |
| Light | +98% |
| Temporal | +124% |
| Physical | +166% |
| Mind | +98% |
| Fire | +109% |
| Nature | +113% |
Offense: Damage Penetration
| Acid | +98% |
| Blight | +113% |
| Arcane | +108% |
| Cold | +98% |
| Lightning | +98% |
| Darkness | +98% |
| Light | +98% |
| Temporal | +121% |
| Physical | +151% |
| Mind | +123% |
| Fire | +108% |
| Nature | +108% |
Defense: Base
| Armour (hardiness) | 127.85193554519 (100%) |
| Defense | 96 |
| Ranged Defense | 100 |
| Fatigue | 0 |
| Physical Save | 176 |
| Spell Save | 171 |
| Mental Save | 172 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +113%(100%) |
| Mind | +100%(100%) |
| Lightning | +100%(100%) |
| Light | +100%(100%) |
| Temporal | +100%(100%) |
| Physical | +100%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 71% |
| Disarm Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 magical effect and reduce all damage taken by 37% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| 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 718 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 26 for 13 turns. While Heroism is active, you will only die when reaching -804 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 Dexterity stat. |
Class Talents
| Cunning / Artifice | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Sniper | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Munitions | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Agility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Throwing knives | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Assassination | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Reflexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Lacerating Strikes |
| talent | Concealment |
| talent | Daunting Presence |
| talent | Apply Poison |
| talent | Piercing Ammunition |
| talent | Volatile Poison |
| talent | Numbing Poison |
| talent | Aim |
| beneficial effect | All stats increased by 39. Pain Enhancement System |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.9 and stamina regeneration by 2.5. Soothing Darkness |
| beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
| beneficial effect | The target's combat damage is improved by 19 and it an continue to fight past the point of exhaustion, supplementing life for stamina. Adrenaline Surge |
| detrimental effect | The target has been splashed with acid, taking 37.50 acid damage per turn, reducing armour by 54 and attack by 47. Acid Splash |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 45%. Concealment |
| beneficial effect | The target is preparing a deadly sniper shot. Snipe |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 157 - 220 Accuracy: 120 (knife) APR: 161 Crit Chance: +78% Crit mult: 224% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | A flow of life spins around the target, regenerating 143.60 life per turn. Regeneration |
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 |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Betalaith the skeleton warrior. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +1. | done |
You abandoned repented thief to death. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by Yvyrin the brown bear. Escort: temporal explorer (level 2 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 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: 1010. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. * You've found the needed black mamba head. | active |
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 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 |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| On feet | Halakalthosus the pair of drakeskin leather boots (10 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +12 Dex +4 Cun +15 Lck dps ---------- Res.pen +10% arcane +15% blight Melee Ret 8 blight ----- def ----- Armour +5 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +5% Resists +3% mind +6% darkness +12% nature Phys.save +10 (+1 eff.) Stealth +11 Blind- +20% Disarm- +15% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows of annihilation (24/24, 64-89.6 power, 27 apr)3.0 T5 arrow ammo [Ego+] Master Power 64.0 - 89.6 Physical Uses 40% Wil, 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +27 Crit +15.0% Capacity 24 Proj.spd +200% Arrows are used with bows to pierce your foes to death. |
| Light source | Flamebane1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +1 Dex +7 Wil +3 Cun +1 Con dps ---------- Phys.crit +6.0% Mind.crit +11% Crit.mult +17.00% Phys.pwr +10 (+2 eff.) Mind.pwr +12 (+2 eff.) Res.pen +10% fire Melee Ret 16 fire ----- def ----- Fatigue -4% Resists +3% blight +6% fire Phys.save +13 (+1 eff.) Mind.save +12 (+1 eff.) Heal.mod +30% ---------- misc Light +6 Telepathy Dragon Demon/Major Demon/Minor Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | hardened leather cap 'Taintflash' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +15% nature Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +3% nature A cap made of leather. |
| Tool | Bealach [power 53] (12 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% physical ----- def ----- Armour +6 Max.HP +20.00 Heal.mod +45% Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 53 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Chargeguile'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+0 eff.) Mind.pwr +6 (+1 eff.) Acc +7 (+2 eff.) On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Mind.save +6 (+0 eff.) Confus- +21% ---------- misc Infravis +2 Rings can have magical properties. |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+5 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. |
| Around waist | Isimina1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +7 Dex +6 Mag +2 Wil dps ---------- Res.pen +25% mind ----- def ----- Resists +8% acid +9% blight A belt that goes around your waist. |
| In main hand | Dayobeisance the dragonbone longbow4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +26 acid On Hit.r1 +6 light While equipped: Stats +3 Cun dps ---------- Dmg.mod +29% acid +51% physical +26% temporal Res.pen +23% physical +23% temporal ----- def ----- Mind.save +9 (+1 eff.) ---------- misc Psi/ret +0.08 Light +2 Telepathy Dragon Cooldown Pin Down -1 Arrow Stitching -1 Fragmentation Shot -2 Longbows are used to shoot arrows at your foes. |
| On hands | cinder drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 T5 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 11 fire Dmg.mod +11% fire ----- def ----- Armour +3 Resists +7% fire Unarmed combat: Power 34.5 - 38.0 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +11 fire On Hit: 10% Fire Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Jetsaw the reinforced leather armour (4 def, 7 armour)9.0 T4 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +7.0% Crit.mult +17.00% Phys.pwr +11 (+2 eff.) Melee+ 18 acid 19 fire 9 darkness Ranged+ 8 darkness Dmg.mod +9% darkness +9% arcane Acc +6 (+1 eff.) Apr +1 Melee Ret 14 acid 15 fire ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +22% acid +16% fire +26% darkness +24% temporal Die.at -40.00 life Def/telep +25 Res/telep +26% Dur/telep +20% Blink to a nearby random location (rad 11) Puts all charms on 15 cooldown A suit of armour made of leather. |
| Cloak | Arthadodir the linen cloak (10 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +5% physical ----- def ----- Defense +10 (+2 eff.) Rng.Def +9 (+2 eff.) ---------- misc Light +1 Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Belosin the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +4 Dex +5 Cun dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -4% ---------- misc Mana/s.crit +2.00 See.Invis +6 Amulets can have magical properties. |
Inventory
healing infusion (heal 66)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 695 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 695 life over 5 turns. 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 |
wild infusion of the duelist (resist 35%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of the Rift (390.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Inflicts 873.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the sneak (power 24 for 12 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 2 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to become invisible (power 24) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. 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. |
Fogbait0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Lck +3 Dex dps ---------- Dmg.mod +3% darkness Acc +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% fire +6% darkness +12% cold Unseen.red 11% Amulets can have magical properties. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +24% Knockbk- +21% Amulets can have magical properties. |
vitalizing voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +6 Con ----- def ----- Phys.save +20 (+2 eff.) Max.HP +80.00 HP.reg +3.00 Blind- +40% ---------- misc Infravis +10 Sight +2 See.Invis +15 Amulets can have magical properties. |
voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 14 light 14 darkness Dmg.mod +15% light +15% darkness On Melee Ret: * 14% chance to inflict 15% damage reduction * 15% chance to blind Amulets can have magical properties. |
marksman's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +14 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 299.96 fire damage, and flames will be left dealing a further 69.67 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Neromira the voratun battleaxe (55.5-83.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Rare] Arcane Power 55.5 - 83.3 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +8 temporal +28 fire On Crit.r2 +8 temporal On Hit: * 54% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Res.pen +10% temporal ----- def ----- Armour +8 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +12% darkness +12% acid Spell.save +40 (+4 eff.) Disarm- +10% Knockbk- +15% Massive two-handed battleaxes. |
voratun battleaxe of purging (55-82.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Disrupt Power 55.0 - 82.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +27 nature On Hit: * 25% chance to remove a magical effect Massive two-handed battleaxes. |
Betedherenn the voratun dagger (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 38.0 - 49.4 Mind Uses 40% Wil, 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 53% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Cun +8 Wil dps ---------- Phys.crit +12.0% Crit.mult +16.00% Mind.pwr +4 (+1 eff.) Dmg.mod +12% temporal Apr +12 On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +12 (+1 eff.) Heal/summ +20 ---------- misc Max.hate +6.00 Sharp, short and deadly. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 40% Wil, 35% Dex, 65% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 15 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 115.59 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Mercy (35-45.5 power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 40% Wil, 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
blazebringer's voratun dagger of purging (39-50.7 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Disrupt Power 39.0 - 50.7 Physical Uses 40% Wil, 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 nature On Crit.r2 +16 fire On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- All.spd +5% Res.pen +12% fire Sharp, short and deadly. |
voratun dagger 'Gleamraider' (40-52 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature Power 40.0 - 52.0 Physical Uses 40% Wil, 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +36 insidious poison +16 temporal +16 nature On Crit.r2 +24 ice While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +25% temporal +12% cold Melee Ret 4 mind 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Resists +6% light +9% mind Sharp, short and deadly. |
voratun dagger of rage (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 38.0 - 49.4 Physical Uses 40% Wil, 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Dmg.mod +12% physical Acc +12 (+2 eff.) ---------- misc Stam/ret +2.00 Sharp, short and deadly. |
Aruroddatotar (68.5-102.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 68.5 - 102.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 nature +28 temporal On Crit: * cripple the target While equipped: dps ---------- Phys.crit +21.0% Spell.pwr +2 (+0 eff.) Dmg.mod +6% blight +20% physical Res.pen +34% blight +21% physical Apr +19 ----- def ----- Resists +3% acid +9% lightning Poison- +5% Disease- +15% Stun/Frz- +10% ---------- misc Mana/s.crit +2.00 Massive two-handed mauls. |
Latafayn (68-108.8 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 40% Wil, 125% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 6 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
balanced voratun greatsword of vileness (61.5-98.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane/Master Power 61.5 - 98.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +40 blight On Hit: * 38% chance to disease While equipped: dps ---------- Acc +17 (+3 eff.) ----- def ----- Defense +21 (+4 eff.) Disarm- +70% Massive two-handed swords. |
voratun greatsword (60-96 power, 4 apr)3.0 T5 greatsword 2H weapon [Normal] Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Massive two-handed swords. |
Arcwilter4.0 T4 longbow 2H weapon [Random Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit.r1 +2 arcane On Crit.r2 +4 arcane While equipped: Stats +8 Str dps ---------- Phys.crit +32.0% Phys.pwr +15 (+3 eff.) Dmg.mod +3% acid +6% arcane Acc +35 (+6 eff.) Longbows are used to shoot arrows at your foes. |
Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 6 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 95.12 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Falyntir the Daybrand4.0 T2 longbow 2H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +5 Dex dps ---------- Res.pen +20% physical ----- def ----- Resists +5% arcane +15% temporal +9% darkness +6% light ---------- misc Light +1 Longbows are used to shoot arrows at your foes. |
ranger's ash longbow of power4.0 T2 longbow 2H weapon [Ego] Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +3 Dex dps ---------- Dmg.mod +18% physical Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
manaburning voratun longsword of massacre (56-78.4 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Disrupt/Master Power 56.0 - 78.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25 arcane resource burn Sharp, long, and deadly. |
plaguebringer's voratun mace (45-63 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane Power 45.0 - 63.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 blight On Hit: 10% Epidemic 5 On Hit: * 20% chance to disease While equipped: ----- def ----- Disease- +35% Blunt and deadly. |
voratun mace 'Bloomcrypt' (47-65.8 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Nature Power 47.0 - 65.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +19 fire While equipped: dps ---------- All.spd +5% Dmg.mod +9% nature +12% arcane Res.pen +10% nature +15% fire Melee Ret 16 lightning 8 nature 8 arcane ----- def ----- Resists +15% nature +6% arcane Blunt and deadly. |
Glykira the living mindstar (16.5-18.15 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Disrupt Power 16.5 - 18.2 Nature 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 +10 (+2 eff.) Dmg.mod +10% nature On Hit (Melee): * 40% chance to corrode armour by 30% On Melee Ret: * Slows global speed by 10% ----- def ----- Armour +8 Resists +9% light +9% fire Mind.save +15 (+1 eff.) Disarm- +40% Confus- +15% Knockbk- +20% Teleport- +20% 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. |
harmonious thorny mindstar of flames (7-7.7 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power 7.0 - 7.7 Mind Uses 80% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) All.spd +4% Dmg.mod +7% nature +14% fire Res.pen +7% nature +14% fire Melee Ret 12 fire ----- def ----- Resists +7% nature +14% fire ---------- misc Equi/ret +1.60 Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman 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 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 5 out of 8/8. Range 13 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. |
drakeskin leather sling of nature4.0 T5 sling 1H weapon [Ego+] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +34 nature While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +9% all Slings are used to hurl stones or metal shots at your foes. |
ranger's rough leather sling of acid4.0 T1 sling 1H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +6 acid While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% acid Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Aralrann'4.0 T1 sling 1H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +6 On Hit: * Slows global speed by 40% While equipped: dps ---------- Dmg.mod +3% mind +8% physical Res.pen +10% mind +9% physical ----- def ----- Resists +6% acid +3% cold +3% temporal Slings are used to hurl stones or metal shots at your foes. |
Brenedas the dragonbone vilestaff (42-50.4 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Rare] Arcane Power 42.0 - 50.4 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +12 mind While equipped: Stats +2 Dex +4 Wil dps ---------- Spell.crit +5% Spell.pwr +20 (+2 eff.) Dmg.mod +42% blight +18% arcane ----- def ----- Fatigue -4% Resists +6% arcane ---------- misc See.Invis +12 Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Splendourschism the dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +16 mind On Hit: * 40% chance to blind While equipped: Stats +8 Mag dps ---------- Phys.crit +14.0% Spell.crit +5% Crit.mult +29.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% darkness +9% mind ----- def ----- Mind.save +12 (+1 eff.) ---------- misc Light +2 Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of power (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +28 (+2 eff.) Dmg.mod +30% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
orichalcum trident of erosion (53-84.8 power, 16 apr)3.0 T5 trident 2H weapon [Ego] Nature Power 53.0 - 84.8 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +28 nature +28 temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced dwarven-steel waraxe of erosion (20.5-28.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Nature/Master Power 20.5 - 28.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +14 nature +14 temporal While equipped: dps ---------- Acc +11 (+2 eff.) ----- def ----- Defense +11 (+3 eff.) Disarm- +32% One-handed war axes. |
Lightning Catcher1.0 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. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
drakeskin leather belt 'Rotbloom'1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Dex +3 Wil +6 Cun +10 Lck dps ---------- Crit.mult +25.00% Spell.pwr +4 (+0 eff.) Res.pen +20% arcane Melee Ret 26 nature 16 blight ----- def ----- Resists +6% light Spell.save +6 (+1 eff.) Stealth +15 ---------- misc T.Disarm +30 Max.mana +60.00 Infravis +5 A belt that goes around your waist. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
mindwoven elven-silk robe of time (+19%) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +19% temporal ----- def ----- Defense +5 (+1 eff.) Resists +19% temporal Mind.save +27 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+1 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. |
Poxwyrd the pair of hardened leather boots (7 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Res.pen +15% physical Melee Ret 12 mind ----- def ----- Armour +11 Defense +7 (+2 eff.) Rng.Def +7 (+1 eff.) Fatigue +3% Resists +12% nature Max.HP +60.00 ---------- misc Stam/turn +0.80 A pair of boots made of leather. |
Scumwasp the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Res.pen +20% acid Apr +4 On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +12% nature A pair of boots made of leather. |
pair of drakeskin leather boots 'Lightningbringer' (10 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Res.pen +33% blight Melee Ret 26 blight 26 lightning On Hit (Melee): * 26% chance to disease ----- def ----- Armour +5 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +5% Resists +12% lightning A pair of boots made of leather. |
traveler's pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue -5% Phys.save +15 (+2 eff.) ---------- misc Max.enc +50 Stam/turn +1.30 Max.stam +32.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 239.97 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Olenarirach (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 5 fire Dmg.mod +3% fire Acc +4 (+1 eff.) Melee Ret 16 mind ----- def ----- Armour +1 Resists +5% fire ---------- misc Stam/turn +0.40 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Phasing +40% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Saleriabeth the Kindlelady (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +15% light ----- def ----- Armour +1 Resists +9% lightning Unarmed combat: Power 12.0 - 13.2 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 40% chance to daze at end of turn * 40% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isetha (7 def, 13 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Cun dps ---------- Phys.crit +1.0% Mind.crit +1% Crit.mult +3.00% Dmg.mod +3% temporal Melee Ret 4 mind ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +5% Resists +7% all Phys.save +15 (+2 eff.) ---------- misc Telepathy All A cap made of leather. |
Starswift the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy Armour Training [Rare] Nature While equipped: dps ---------- Dmg.mod +27% temporal Melee Ret 8 light On Hit (Melee): * 40% chance to corrode armour by 30% ----- def ----- Armour +5 Fatigue +5% Resists +14% lightning +21% temporal +36% acid ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's drakeskin leather cap of blood magic (0 def, 5 armour)2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +10 Dex +8 Mag +8 Wil dps ---------- Spell.crit +5% Dmg.mod +20% blight +20% arcane ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness ---------- misc Infravis +8 A cap made of leather. |
spiked voratun mail armour of spell shielding (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy Armour Training [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +10% arcane Spell.save +25 (+3 eff.) A suit of armour made of mail. |
Aeryldata the cured leather armour (2 def, 10 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +6 Str +3 Dex dps ---------- Phys.pwr +12 (+2 eff.) Apr +3 ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +7% Resists +12% darkness +8% physical Heal.mod +20% ---------- misc Light +1 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
drakeskin leather armour of thunder (5 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: Stats +10 Str +10 Mag +8 Wil dps ---------- Phys.crit +8.0% Spell.crit +10% Mind.crit +9% Phys.pwr +25 (+5 eff.) Spell.pwr +25 (+2 eff.) Mind.pwr +25 (+4 eff.) ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +19% lightning A suit of armour made of leather. |
Skyvagrant the voratun plate armour (9 def, 16 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Rare] Nature While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +28% acid +14% physical +15% darkness +15% fire +24% lightning +13% cold Mind.save +48 (+5 eff.) Disarm- +65% Stun/Frz- +55% Knockbk- +39% Teleport- +20% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
impenetrable voratun plate armour (9 def, 36 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego] Master While equipped: ----- def ----- Armour +36 Defense +9 (+2 eff.) Fatigue +26% A suit of armour made of metal plates. |
impenetrable voratun plate armour (9 def, 32 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego] Master While equipped: ----- def ----- Armour +32 Defense +9 (+2 eff.) Fatigue +26% A suit of armour made of metal plates. |
deflecting iron shield of cold resistance (+15%) (9 def, 2 armour, 8-9.6 power, 21 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 8.0 - 9.6 Physical Uses 40% Wil, 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +21 While equipped: ----- def ----- Armour +2 Defense +9 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +15% cold Proj.evade +6% ---------- misc Talents +1 Block Handheld deflection devices. |
icy voratun shield of fire resistance (+28%) (12 def, 3 armour, 65.5-78.6 power, 201.5 block)7.0 T5 shield armor [Ego] Nature/Master When used to Attack: Power 65.5 - 78.6 Physical Uses 40% Wil, 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +202 Melee+ +20 cold While equipped: dps ---------- Melee+ 10 cold Melee Ret 18 ice ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +28% fire ---------- misc Talents +5 Block Handheld deflection devices. |
Daiminik the Rootoblivion (20/20, 30-42 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 30.0 - 42.0 Physical Uses 40% Wil, 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 20 Ranged+ +15 bleed +8 mind On Hit.r1 +8 nature +20 mind On Crit.r2 +4 mind On Hit: * Slows global speed by 20% On Crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing Arrows are used with bows to pierce your foes to death. |
Dawnrock the quiver of elven-wood arrows (16/16, 61-85.4 power, 14 apr)3.0 T4 arrow ammo [Rare] Master Power 61.0 - 85.4 Physical Uses 40% Wil, 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 16 Ranged+ +12 nature On Hit.r1 +16 light +24 nature On Hit: * 40% chance to blind Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 40% Wil, 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
flaming quiver of elven-wood arrows of accuracy (22/22, 44-61.6 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane/Master Power 44.0 - 61.6 Physical Uses 40% Wil, 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Acc +27 Apr +14 Crit +2.5% Capacity 22 On Hit.r1 +21 fire Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows of accuracy (22/22, 42-58.8 power, 14 apr)3.0 T4 arrow ammo [Ego] Master Power 42.0 - 58.8 Physical Uses 40% Wil, 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Acc +26 Apr +14 Crit +2.5% Capacity 22 Arrows are used with bows to pierce your foes to death. |
705 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. |
3 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. |
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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+0 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
6 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
Horak1.0 T3 lite [Rare] Master While equipped: Stats +7 Str +4 Cun +4 Con dps ---------- Mind.crit +2% Mind.pwr +8 (+1 eff.) Dmg.mod +15% mind ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Velolle the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: Stats +3 Wil +8 Cun +3 Con ----- def ----- Resists +3% all Spell.save +6 (+1 eff.) ---------- misc Light +2 Infravis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Hifang'1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Con +6 Wil dps ---------- Phys.pwr +6 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +11% mind Res.pen +15% physical ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Die.at -80.00 life ---------- misc Stam/turn +0.60 Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
2 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. |
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. |
5 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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Star Shot (20/20, 32-38.4 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 40% Wil, 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
blazing pouch of voratun shots (22/22, 51.5-61.8 power, 6 apr)3.0 T5 shot ammo [Ego] Nature Power 51.5 - 61.8 Physical Uses 40% Wil, 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 22 Ranged+ +33 fire On Crit.r2 +14 fire Shots are used with slings to pummel your foes to death. |
2 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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
5 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Shooter the Cornac Adventurer level 35
62nd Dusk 122nd year of Ascendancy at 13:37 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Shooter the Cornac Adventurer level 17
7th Mirth 122nd year of Ascendancy at 21:48 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Shooter the Cornac Adventurer level 34
43rd Dusk 122nd year of Ascendancy at 09:05 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Shooter the Cornac Adventurer level 38
17th Haze 122nd year of Ascendancy at 03:47 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Shooter the Cornac Adventurer level 37
66th Dusk 122nd year of Ascendancy at 05:18 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Shooter the Cornac Adventurer level 9
79th Pyre 122nd year of Ascendancy at 00:32 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Shooter the Cornac Adventurer level 22
6th Dusk 122nd year of Ascendancy at 17:31 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shooter the Cornac Adventurer level 17
7th Mirth 122nd year of Ascendancy at 21:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shooter the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 14:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shooter the Cornac Adventurer level 20
5th Dusk 122nd year of Ascendancy at 17:16 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Shooter the Cornac Adventurer level 30
41st Dusk 122nd year of Ascendancy at 13:14 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Shooter the Cornac Adventurer level 40
24th Haze 122nd year of Ascendancy at 10:57 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Shooter the Cornac Adventurer level 50
26th Haze 122nd year of Ascendancy at 03:46 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Shooter the Cornac Adventurer level 31
42nd Dusk 122nd year of Ascendancy at 07:00 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Shooter the Cornac Adventurer level 28
9th Dusk 122nd year of Ascendancy at 22:50 see stats
Selfless (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Shooter the Cornac Adventurer level 50
26th Haze 122nd year of Ascendancy at 03:48 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Shooter the Cornac Adventurer level 21
6th Dusk 122nd year of Ascendancy at 16:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Shooter the Cornac Adventurer level 14
6th Mirth 122nd year of Ascendancy at 05:23 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Shooter the Cornac Adventurer level 37
66th Dusk 122nd year of Ascendancy at 06:21 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Shooter the Cornac Adventurer level 50
26th Haze 122nd year of Ascendancy at 03:48 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Shooter the Cornac Adventurer level 17
7th Mirth 122nd year of Ascendancy at 21:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shooter the Cornac Adventurer level 9
79th Pyre 122nd year of Ascendancy at 17:07 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Shooter the Cornac Adventurer level 17
7th Mirth 122nd year of Ascendancy at 21:48 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Shooter the Cornac Adventurer level 29
28th Dusk 122nd year of Ascendancy at 20:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Shooter the Cornac Adventurer level 4
76th Pyre 122nd year of Ascendancy at 03:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shooter the Cornac Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Shooter the Cornac Adventurer level 33
43rd Dusk 122nd year of Ascendancy at 05:58 see stats
Log
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Poison bursts out of Elandar's corpse!
Maim from Shooter hits Elandar for 196 physical damage.
Deadly Poison from Shooter hits Elandar for 205 nature damage.
Bleeding from Shooter hits Elandar for 397 physical damage.
Bleeding from Shooter killed Elandar!
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Insane (Roguelike) difficulty)!
Option unlocked: New game difficulty mode: Madness
Saving done.
Shooter deactivates Concealment.
Shooter deactivates Intuitive Shots.
Shooter stops regenerating health quickly.
Shooter deactivates Daunting Presence.
Shooter deactivates Stealth.
Shooter deactivates Quickdraw.
Shooter no longer feels strong.
Shooter deactivates Trained Reactions.
Shooter deactivates Apply Poison.
Shooter is free from the acid.
Shooter deactivates Volatile Poison.
Shooter's adrenaline surge has come to an end.
Shooter deactivates Aim.
Shooter deactivates Piercing Ammunition.
Shooter is no longer aiming.
Shooter deactivates Numbing Poison.
Shooter deactivates Lacerating Strikes.


















































































































































































