










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.6.0This 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 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.6.0Official 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:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Better Item Description 1.6.0This 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 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 50 / 3367% |
| Size | big |
| Lifes / Deaths | Killed by Veliba the skeleton warrior at level 30 on the 70th Pyre 123rd year of Ascendancy at 02:11 0 / 7Killed by The Master at level 33 on the 77th Pyre 123rd year of Ascendancy at 17:05 Killed by orc pyromancer at level 39 on the 37th Dusk 123rd year of Ascendancy at 12:26 Killed by Islisenne the spire dragon at level 45 on the 62nd Regrowth 124th year of Ascendancy at 03:00 Killed by orc berserker at level 50 on the 4th Flare 124th year of Ascendancy at 01:06 Killed by wretchling at level 50 on the 1st Time of Balance 125th year of Ascendancy at 06:55 Killed by High Sun Paladin Aeryn at level 50 on the 5th Pyre 125th year of Ascendancy at 22:20 |
Primary Stats
| Strength | 152 (base 60) |
| Dexterity | 84 (base 49) |
| Constitution | 67 (base 38) |
| Magic | 105 (base 66) |
| Willpower | 49 (base 15) |
| Cunning | 86 (base 14) |
Resources
| Life | 1792/1792 |
| Steam | 100/100 |
| Stamina | 294/294 |
| Vim | 324/337 |
| Healing Factor | 1.5407594936709 |
| Regeneration | 48.792073645287 |
Speed
| Mental | -9.9999999999999% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 14 |
| Infravision | 18 |
| See Stealth | 78.899312957688 |
| See Invisible | 68.899312957688 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon |
Offense: Mainhand
| Damage | 343 |
| Accuracy | 71 |
| Crit Chance | 117% |
| APR | 45 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +24% |
| Acid | +36% |
| Light | +50% |
| Temporal | +19% |
| Nature | +27% |
| Physical | +34% |
| Lightning | +29% |
| All | +9% |
Offense: Damage Penetration
| Nature | +20% |
| Darkness | +20% |
| Arcane | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 136.44614646392 (100%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 69 |
| Spell Save | 58 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 38%( 70%) |
| Physical | + 45%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 57%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 59%( 80%) |
| Mind | + 50%( 70%) |
| Darkness | + 56%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 10% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 212% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 62%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 738 damage for 6 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.70 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Corruption / Fearfire | 1.10 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Corruption / Oppression | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Abyssal Shield |
| talent | Chant of Fortitude |
| talent | Share the Pain |
| talent | Precise Strikes |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the lost warrior from death by Xille the carrion worm mass. Escort: lost warrior (level 3 of Dreadfell) | 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 Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | failed |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within5 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 | Unbreakable Greaves (8 def, 20 armour) 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +35% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +15 See.Stealth +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 116, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 15 radius cone with a 150% chance to blind (based on lite radius), dealing 290.16 darkness damage (based on Mindpower and charge). Uses 8 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Dragonskull Helm (0 def, 20 armour) 3.0 T5 head armor [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Telepathy Dragon Blind-Fight: No penalty when attacking invisible/stealthed Traces of a dragon's power still remain in this bleached and cracked skull. |
| Tool | Fuliromidur the Rootripper [power 115] (12 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +18% nature Res.pen +20% nature Melee Ret 8 nature ----- def ----- Resists +15% nature +9% temporal Crit.dmg- 15.00% Blast the opponent's mind dealing 125 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Dex +3 Mag +20 Cun dps ---------- Melee+ 28 physical Ranged+ 29 physical Acc +13 (+3 eff.) On Hit (Melee): * 18% chance to reduce all saves and defense by 30 On Hit (Ranged): * 18% chance to reduce all saves and defense by 30 ----- def ----- Resists +6% acid Crit.dmg- 10.00% Die.at -80.00 life Max.HP +88.00 HP.reg +17.00 Heal.mod +18% Cut- +10% ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | copper Windborne Azurite ring0.1 T1 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Dex +5 Wil +13 Cun dps ---------- Mind.pwr +7 (+2 eff.) Mov.spd +15% Dmg.mod +12% acid +20% lightning Res.pen +10% darkness ----- def ----- Fatigue -5% Resists +30% acid +12% temporal +3% light Ignore.dmg +8% Affinity +20% lightning ---------- misc Max.enc +23 Rings can have magical properties. |
| Around waist | Malobers the drakeskin leather belt 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +6 Dex +1 Mag +6 Cun +10 Lck dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Spell.pwr +11 (+2 eff.) ----- def ----- Armour +2 Resists +6% mind +6% cold Crit.dmg- 15.00% Mind.save +15 (+3 eff.) Stealth +15 HP.reg +2.00 Disease- +27% Confus- +20% ---------- misc T.Disarm +29 Infravis +6 A belt that goes around your waist. |
| In main hand | Dethblyd (182% power, 38 apr) 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 60% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +38 Crit +40.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
| On hands | Belusabers the drakeskin leather gloves (0 def, 13 armour) 1.0 T4 hands armor [Rare] Nature While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +4% Crit.mult +20.49% Melee+ 15 physical Dmg.mod +15% acid +10% physical Res.pen +10% arcane ----- def ----- Armour +13 Disarm- +100% ---------- misc Mana/s.crit +2.05 Max.mana +60.00 Max.vim +51.23 Talents +5 Iron Grip 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. |
| Main armor | The Black Plate (25 def, 45 armour) 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +45 Defense +25 (+7 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Crit.dmg- 35.00% Phys.save +15 (+4 eff.) Spell.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
| Cloak | Threads of Fate (10 def, 0 armour) 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +30% lightning +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+6 eff.) Mind.save +20 (+5 eff.) Confus- +40% Stun/Frz- +50% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.1 Pwr.cost 40 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. |
| Around neck | Blindvault the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +6% light On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Resists +3% darkness +6% temporal +9% light +12% nature +6% blight +30% fire +30% mind +30% cold Phys.save +15 (+4 eff.) Max.HP +80.00 HP.reg +9.00 Confus- +50% Amulets can have magical properties. |
Inventory
medical injector implant of the psychic (efficiency 171% / cooldown 74%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 74%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 493; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 493 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (346.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 411.74 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 spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 638; dur 7; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 638 damage for 7 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 546; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 546 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Tarritothad the Thunderrock0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning +5% light Melee Ret 4 light ----- def ----- Resists +29% lightning Stun/Frz- +30% Amulets can have magical properties. |
wanderer's stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +6 Dex +7 Cun +7 Con dps ---------- Crit.mult +15.00% Mov.spd +10% Acc +9 (+2 eff.) Apr +14 ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +1.30 Amulets can have magical properties. |
Galyrab the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Dex +4 Mag +6 Wil +5 Con ----- def ----- Resists +6% blight +30% fire +22% cold Phys.save +20 (+5 eff.) Max.HP +42.00 HP.reg +9.00 ---------- misc Light +3 Amulets can have magical properties. |
Tideparry0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +9 Dex +7 Cun +9 Con dps ---------- Mov.spd +10% Melee Ret 6 cold ----- def ----- Fatigue -10% Resists +9% mind +15% physical Phys.save +19 (+5 eff.) Spell.save +24 (+7 eff.) Mind.save +25 (+6 eff.) HP.reg +4.00 Blind- +20% Silence- +10% Disarm- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +2.20 Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
voratun amulet 'Gariakira'0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Con +16 Mag dps ---------- S.pwr/crit +6 Dmg.mod +9% arcane +15% mind Res.pen +10% mind Melee Ret 2 arcane On Hit (Melee): * 24% chance to reduce all saves and defense by 30 ----- def ----- Fatigue -10% Resists +6% arcane +9% mind Phys.save +12 (+3 eff.) Max.HP +80.00 HP.reg +16.00 ---------- misc Mana/turn +0.60 Max.mana +55.00 Amulets can have magical properties. |
voratun amulet 'Yvirille'0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +15% mind Apr +5 On Hit (Melee): * 21% chance to reduce all saves and defense by 30 ----- def ----- Armour +8 Resists +6% physical Heal.mod +28% Cut- +70% ---------- misc Light +3 Heal: Puts all charms on 28 cooldown Level 3.0 Pwr.cost 28 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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. |
copper ring of corrosion (+24%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings can have magical properties. |
psionicist's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Mind.save +4 (+1 eff.) Rings can have magical properties. |
steel Glowing Core ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% ---------- misc Light +4 See.Invis +20 Rings can have magical properties. |
stralite ring 'Aeredugas'0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun +7 Dex dps ---------- Phys.crit +3.0% Phys.pwr +15 (+3 eff.) Dmg.mod +16% lightning Acc +11 (+3 eff.) ----- def ----- Resists +32% lightning +3% temporal +9% acid Max.HP +32.00 Disarm- +32% Pinning- +25% Knockbk- +32% Rings can have magical properties. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
voratun Goedalath Rock ring0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+4 eff.) Mov.spd +19% Dmg.mod +9% all Acc +11 (+3 eff.) Melee Ret 34 darkness ----- def ----- Defense +9 (+3 eff.) Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Blinding Speed: Puts all charms on 32 cooldown Level 2.2 Pwr.cost 32 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
voratun Lifebinding Emerald ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +15 Con dps ---------- Acc +17 (+4 eff.) Apr +17 ----- def ----- Defense +17 (+5 eff.) Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Disengage: Puts all charms on 8 cooldown Level 2.0 Pwr.cost 8 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. |
Awakened Staff of Absorption (172% power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+11 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 157 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." |
Vorumira the stralite battleaxe (154% power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Master Power 155% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Phasing +10% While equipped: Stats +9 Str +6 Dex dps ---------- Crit.mult +10.00% Phys.spd +10% Dmg.mod +14% physical Res.pen +10% physical +16% all Phasing +30% Acc +69 (+16 eff.) Apr +14 ----- def ----- Spell.save +12 (+4 eff.) Massive two-handed battleaxes. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 60% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 8 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Laser Powered Giant Smasher (191% power, 0 apr)5.0 T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Power 191% Range: 1.5x Uses 50% Mag, 130% Str Dmg Light Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +0 Crit +25.0% Atk.spd 100% Melee+ +20 lightning +20 fire While equipped: dps ---------- Against +10% Humanoid +10% Giant ----- def ----- Confus- +100% Fear- +100% ---------- misc Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
Skysmasher (182% power, 17 apr)5.0 T5 greatmaul 2H weapon [Unique] Steamtech Power 182% Range: 1.5x Uses 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +17 Crit +20.0% Atk.spd 100% On Crit.r2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str ---------- misc Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
stormbringer's voratun greatmaul of ruin (178% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 178% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +30 lightning +28 cold While equipped: dps ---------- Phys.crit +16.0% Crit.mult +28.00% Mov.spd +63% Res.pen +19% lightning +26% cold Apr +16 Massive two-handed mauls. |
iron greatsword (112% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 112% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Abysswalker (175% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Nature/Master/Psionic Power 175% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +34 mind On Hit: * 40% chance to reduce all saves and defense by 30 * Create an explosion dealing 113 cold damage (1/turn) While equipped: Stats +2 Str +5 Dex +9 Mag +28 Wil +7 Cun +21 Con dps ---------- Dmg.mod +6% fire +38% cold Res.pen +40% cold Acc +21 (+5 eff.) ----- def ----- Defense +21 (+6 eff.) Crit.dmg- 10.00% Max.HP +146.00 Disarm- +70% Massive two-handed swords. |
Blackradiance of the Blightspawn (190% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Master/Psionic Power 190% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +8 nature On Hit: 20% Netherblast 5 On Hit: * 20% chance to slow global speed by 57% * 10 arcane resource burn * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Con dps ---------- Phys.pwr +16 (+3 eff.) Res.pen +19% physical ----- def ----- Resists +9% fire Disarm- +41% On Spell Hit: 20% Netherblast 5 Massive two-handed swords. |
Cystdash the voratun greatsword (173% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Psionic Power 174% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 nature +23 darkness Against +26% Living On Hit.r1 +24 nature On Crit.r2 +125 lightning +126 cold +8 nature On Hit: * 20% chance to slow global speed by 57% While equipped: dps ---------- Mov.spd +130% Dmg.mod +21% light Res.pen +62% lightning +60% cold +20% light ----- def ----- Resists +3% nature Massive two-handed swords. |
Daysage (193% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 193% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 mind On Hit.r1 +4 mind +28 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Cun dps ---------- Phys.crit +21.0% Mind.crit +1% Dmg.mod +6% cold Acc +21 (+5 eff.) ----- def ----- Defense +16 (+5 eff.) Resists +6% light Disarm- +70% Massive two-handed swords. |
arcing voratun greatsword (170% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane Power 171% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 113 damage Massive two-handed swords. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Crit.dmg- 0.00% Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 40 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 32.55 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Bethivena (6 def, 11 armour)17.0 T1 massive armor [Rare] Psionic While equipped: Stats +2 Dex +1 Wil +2 Cun +2 Con dps ---------- Res.pen +10% arcane Melee Ret 8 blight 0 physical ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +22% Mind.save +11 (+2 eff.) ---------- misc Max.mana +40.00 Max.vim +10.00 A suit of armour made of metal plates. |
impenetrable iron plate armour of resilience (0 def, 13 armour)17.0 T1 massive armor [Ego] Nature/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Max.HP +22.00 A suit of armour made of metal plates. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +80% Pinning- +0% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Xeraba the Sunmark (11 def, 17 armour)17.0 T3 massive armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +30% mind Res.pen +25% mind Melee Ret 10 mind 0 physical ----- def ----- Armour +17 Defense +11 (+4 eff.) Fatigue +22% Resists +9% fire Mind.save +19 (+4 eff.) A suit of armour made of metal plates. |
Lavawinnow1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun +1 Wil dps ---------- Res.pen +10% fire ----- def ----- Resists +10% fire +18% cold A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
ravager's drakeskin leather belt of recklessness1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +4 (+1 eff.) Dmg.mod +15% physical Res.pen +10% physical A belt that goes around your waist. |
Toxinrock (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire +12% nature +3% cold Melee Ret 4 cold On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +0% lightning +11% cold +0% nature Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Gunozor' (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag +1 Con dps ---------- Dmg.mod +3% physical Acc +5 (+1 eff.) ----- def ----- Armour +7 Fatigue -5% Crit.dmg- 15.00% Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 See.Invis +3 A pair of boots made of leather. |
pair of rough leather boots 'Tularedin' (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Wil dps ---------- Apr +4 ----- def ----- Armour +1 Defense +10 (+3 eff.) Resists +6% fire +7% cold ---------- misc Max.stam +10.00 A pair of boots made of leather. |
Glath the Gleamquench (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +3% darkness Res.pen +10% light Melee Ret 2 acid ----- def ----- Armour +3 Fatigue +2% Resists +3% light HP.reg +2.00 Heal.mod +11% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% Generate 3 steam each time you walk. Boots. But with steam power! |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Darksin (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Armour +1 Fatigue +1% Resists +15% acid +15% cold +15% darkness HP.reg +3.00 Disarm- +0% ---------- misc Stam/turn +0.70 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 3 acid 3 fire 5 cold 6 arcane 4 lightning Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 10 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% arcane HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical Disarm- +0% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
cashmere wizard hat 'Earasador' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +1 Con ----- def ----- Defense +2 (+1 eff.) Mind.save +9 (+2 eff.) HP.reg +4.00 Blind- +20% Disease- +20% Stun/Frz- +20% ---------- misc Light +1 A pointy cloth hat, very wizardly... |
hardened leather hat 'Dagysadan' (9 def, 11 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Mag +4 Wil +4 Cun +6 Con dps ---------- Phys.crit +4.0% Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 30 On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +9 (+3 eff.) Fatigue +3% Phys.save +6 (+2 eff.) ---------- misc See.Invis +9 A hat made of leather. Very stylish. |
defender's hardened leather cap of the depths (6 def, 9 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +12% cold +4% all Phys.save +7 (+2 eff.) ---------- misc Breathe water A cap made of leather. |
iron helm 'Brandwing' (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- Melee Ret 2 fire ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +1% physical Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Xath' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% acid Res.pen +5% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 30 ----- def ----- Armour +3 Fatigue +5% Resists +6% mind ---------- misc Max.hate +8.00 Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Uredegahell the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Fatigue +4% Resists +12% lightning +12% temporal +12% darkness +6% cold +9% light Cut- +20% ---------- misc Hate/m.crit +1.00 Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 36 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 246.70 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
7 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. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 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. |
11 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. |
10 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
9 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. |
29 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. |
28 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. |
28 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 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
36 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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
259 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. |
43 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. |
Malehir the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +9% acid +5% arcane +9% lightning Disarm- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
great healing salve [power 558] great healing salve [power 558]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 50% cooldown modifier. Heal 558 Puts Talent Medical Injector on 12 cooldown Medical salve. |
amazing healing salve [power 648] amazing healing salve [power 648]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 50% cooldown modifier. Heal 648 Puts Talent Medical Injector on 12 cooldown Medical salve. |
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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 79 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Lisuyawen the Muckserpent (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Con dps ---------- Dmg.mod +15% nature ----- def ----- Resists +11% nature +3% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Velivea (dig speed 22 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +2 Dex dps ---------- Acc +30 (+8 eff.) ----- def ----- Defense +10 (+3 eff.) ---------- misc Stam/turn +3.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 24 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 159 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 787.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 20 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Tempestquill the yew wand of shielding [power 296] (16 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% light On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Resists +18% acid +9% light +15% lightning Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to heal for 48. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Space Jam the Cornac Doombringer level 35
7th Flare 123rd year of Ascendancy at 15:54 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Space Jam the Cornac Doombringer level 50
58th Dusk 124th year of Ascendancy at 18:01 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Space Jam the Cornac Doombringer level 34
78th Pyre 123rd year of Ascendancy at 02:16 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Space Jam the Cornac Doombringer level 38
11st Dusk 123rd year of Ascendancy at 06:13 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Space Jam the Cornac Doombringer level 50
53rd Dusk 124th year of Ascendancy at 01:06 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Space Jam the Cornac Doombringer level 44
71st Haze 123rd year of Ascendancy at 02:36 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Space Jam the Cornac Doombringer level 37
8th Dusk 123rd year of Ascendancy at 04:40 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Space Jam the Cornac Doombringer level 46
5th Pyre 124th year of Ascendancy at 06:06 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Space Jam the Cornac Doombringer level 12
3rd Flare 122nd year of Ascendancy at 02:15 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Space Jam the Cornac Doombringer level 36
4th Dusk 123rd year of Ascendancy at 21:52 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Space Jam the Cornac Doombringer level 45
62nd Regrowth 124th year of Ascendancy at 23:02 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Space Jam the Cornac Doombringer level 46
5th Pyre 124th year of Ascendancy at 04:50 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Space Jam the Cornac Doombringer level 29
45th Pyre 123rd year of Ascendancy at 11:10 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Space Jam the Cornac Doombringer level 50
6th Pyre 125th year of Ascendancy at 03:34 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Space Jam the Cornac Doombringer level 20
66th Haze 122nd year of Ascendancy at 05:49 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Space Jam the Cornac Doombringer level 30
49th Pyre 123rd year of Ascendancy at 13:34 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Space Jam the Cornac Doombringer level 45
3rd Regrowth 124th year of Ascendancy at 08:51 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Space Jam the Cornac Doombringer level 50
10th Haze 124th year of Ascendancy at 15:33 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Space Jam the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 04:25 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Space Jam the Cornac Doombringer level 50
53rd Dusk 124th year of Ascendancy at 03:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Space Jam the Cornac Doombringer level 10
7th Mirth 122nd year of Ascendancy at 20:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Space Jam the Cornac Doombringer level 20
15th Haze 122nd year of Ascendancy at 19:01 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Space Jam the Cornac Doombringer level 30
45th Pyre 123rd year of Ascendancy at 11:10 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Space Jam the Cornac Doombringer level 40
53rd Dusk 123rd year of Ascendancy at 01:47 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Space Jam the Cornac Doombringer level 50
51st Pyre 124th year of Ascendancy at 20:30 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Space Jam the Cornac Doombringer level 22
68th Haze 122nd year of Ascendancy at 12:36 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Space Jam the Cornac Doombringer level 50
58th Dusk 124th year of Ascendancy at 05:09 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Space Jam the Cornac Doombringer level 50
75th Pyre 124th year of Ascendancy at 16:00 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Space Jam the Cornac Doombringer level 19
66th Dusk 122nd year of Ascendancy at 19:01 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Space Jam the Cornac Doombringer level 29
15th Pyre 123rd year of Ascendancy at 23:15 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Space Jam the Cornac Doombringer level 20
65th Haze 122nd year of Ascendancy at 05:12 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Space Jam the Cornac Doombringer level 37
5th Dusk 123rd year of Ascendancy at 01:00 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Space Jam the Cornac Doombringer level 50
6th Pyre 125th year of Ascendancy at 03:33 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Space Jam the Cornac Doombringer level 50
5th Pyre 125th year of Ascendancy at 22:18 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Space Jam the Cornac Doombringer level 9
5th Mirth 122nd year of Ascendancy at 04:55 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Space Jam the Cornac Doombringer level 48
50th Pyre 124th year of Ascendancy at 11:34 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Space Jam the Cornac Doombringer level 20
66th Haze 122nd year of Ascendancy at 04:01 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Space Jam the Cornac Doombringer level 50
6th Pyre 125th year of Ascendancy at 03:34 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Space Jam the Cornac Doombringer level 49
50th Pyre 124th year of Ascendancy at 22:22 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Space Jam the Cornac Doombringer level 12
4th Dusk 122nd year of Ascendancy at 19:53 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Space Jam the Cornac Doombringer level 40
67th Dusk 123rd year of Ascendancy at 05:47 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Space Jam the Cornac Doombringer level 29
16th Pyre 123rd year of Ascendancy at 18:31 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Space Jam the Cornac Doombringer level 17
42nd Dusk 122nd year of Ascendancy at 04:59 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Space Jam the Cornac Doombringer level 33
77th Pyre 123rd year of Ascendancy at 18:28 see stats
Log
You collect a new ingredient: stack of herbs (goldleaf) (2).
You gain 4.50 gold from the melting of schematic: Back Support.
You gain 0.73 gold from the melting of manasurge rune (regen 1589% over 10 turns; mana 79; cd 17).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 0.81 gold from the melting of healing infusion (heal 106; cd 11).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Saving done.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the outskirts of Last Hope, with no trace of the portal...
Saving game...
There is a Last Hope (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Space Jam deactivates Abyssal Shield.
Space Jam deactivates Precise Strikes.
Space Jam deactivates Daunting Presence.
Space Jam deactivates Share the Pain.
Space Jam deactivates Chant of Fortitude.



















































































































































































