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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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. 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 Embers of Rage 1.6.7Official 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:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Ashes of Urh'Rok 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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. 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 1.6.6This 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 | Brawler |
| Level / Exp | 50 / 2603% |
| Size | medium |
| Lifes / Deaths | Killed by Tortured Mass Eludhewyn at level 46 on the 18th Haze 123rd year of Ascendancy at 20:09 4 / 3Killed by Xerebrelewen the Flamebringer at level 50 on the 48th Haze 123rd year of Ascendancy at 09:59 Killed by Elandar at level 50 on the 75th Regrowth 124th year of Ascendancy at 01:44 |
Primary Stats
| Strength | 139 (base 60) |
| Dexterity | 85 (base 60) |
| Constitution | 132 (base 39) |
| Magic | 28 (base 11) |
| Willpower | 43 (base 10) |
| Cunning | 91 (base 65) |
Resources
| Life | 1871/1871 |
| Mana | 559/559 |
| Stamina | 270/270 |
| Healing Factor | 2.4459602649007 |
| Regeneration | 118.01758278146 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 47.919055055448 |
| See Invisible | 47.919055055448 |
Offense: Barehand
| Damage | 188 |
| Accuracy | 84 |
| Crit Chance | 100% |
| APR | 23 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +38% |
| All | +13% |
Offense: Damage Penetration
| Nature | +35% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 57 (84.692942254812%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 6.5443592552026 |
| Physical Save | 72 |
| Spell Save | 45 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Blight | + 49%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 49%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 57%( 70%) |
| Physical | + 53%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 69%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 40% |
| Pinning Resistance | 50% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 972 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 and physical effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 237 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.3 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 879 damage for 7 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.60 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Pugilism | 1.60 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.60 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.60 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Conditioning | 1.60 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Trained Reactions |
| talent | Precise Strikes |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 60% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by snow giant. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost tinker from death by giant yellow ant. Escort: lost tinker (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2182. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| On head | Sunwhisper the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature While equipped: Stats +7 Str +8 Wil +17 Lck dps ---------- Phys.crit +7.0% Spell.crit +11% Mind.crit +7% Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+10 eff.) Phasing +30% ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +13% physical +12% fire +11% lightning +13% cold Phys.save +12 (+3 eff.) ---------- misc Light +1 A cap made of leather. |
| On fingers | voratun Petrified Wood ring0.1 T5 ring jewelry [Ego+] Nature While equipped: Stats +25 Con ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Max.HP +69.00 HP.reg +17.00 Heal.mod +18% Rings can have magical properties. |
| On fingers | painweaver's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +13 (+2 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +6% all ----- def ----- Max.HP +88.00 HP.reg +11.00 Heal.mod +12% Rings can have magical properties. |
| Around neck | Rhaneg0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +14 Str +10 Dex +10 Wil +14 Con +20 Lck dps ---------- Phys.crit +2.0% Phys.pwr +15 (+3 eff.) Acc +30 (+6 eff.) ----- def ----- Armour +4 Defense +16 (+4 eff.) Resists +30% temporal Unseen.red 20% Pinning- +50% Knockbk- +35% Amulets can have magical properties. |
| Main armor | Plaguesun (35 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Crit.mult +18.00% Phys.pwr +9 (+2 eff.) Res.pen +20% nature On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Armour +8 Defense +35 (+8 eff.) Fatigue +8% Resists +2% physical +23% cold Max.HP +77.00 HP.reg +9.00 Heal.mod +16% A suit of armour made of leather. |
| Light source | Emelunor1.0 T5 lite [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +15% all Apr +13 ----- def ----- Armour +4 Resists +9% darkness +6% cold Phys.save +13 (+4 eff.) Heal.mod +20% Disarm- +20% Confus- +10% Stun/Frz- +20% ---------- misc Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | restorative elven-silk cloak of the guardian (18 def, 10 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +10 Defense +18 (+4 eff.) Resists +20% nature +20% blight Phys.save +24 (+6 eff.) Spell.save +25 (+9 eff.) Mind.save +25 (+6 eff.) HP.reg +11.00 Heal.mod +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Inventory
regeneration infusion of the sneak (heal 681; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 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 681 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 26%; mental, physical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
copper amulet of mastery (0.10 Technique / Pugilism)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Pugilism Amulets can have magical properties. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets can have magical properties. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
voratun amulet 'Ameldir'0.1 T5 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +30 (+7 eff.) Resists +18% blight +22% light +29% darkness +6% mind Spell.save +15 (+5 eff.) Mind.save +9 (+2 eff.) Blind- +49% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Gorek0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +4 Dex dps ---------- Res.pen +5% temporal Acc +5 (+1 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings can have magical properties. |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Acc +6 (+2 eff.) Rings can have magical properties. |
rogue's copper ring of life0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +40.00 HP.reg +7.00 Heal.mod +11% Rings can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +18 Dex +9 Cun dps ---------- Dmg.mod +3% physical +17% cold Acc +36 (+8 eff.) Melee Ret 2 lightning ----- def ----- Resists +6% lightning +34% cold +3% physical Phys.save +3 (+1 eff.) ---------- misc Max.stam +30.00 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. Uses 1 power out of 1/1 "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? |
rogue's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+3 eff.) Max.HP +64.00 HP.reg +8.00 Heal.mod +12% Rings can have magical properties. |
solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Max.HP +58.00 HP.reg +15.00 Heal.mod +14% Rings can have magical properties. |
stralite ring 'Branerab'0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.crit +8.0% Spell.pwr +30 (+10 eff.) S.pwr/crit +10 Dmg.mod +21% physical Phasing +30% ----- def ----- Phys.save +14 (+4 eff.) ---------- misc Mana/turn +0.16 Rings can have magical properties. |
Yvussra the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +14 (+4 eff.) Dmg.mod +6% acid +9% mind Melee Ret 4 mind ----- def ----- Resists +6% mind +6% temporal HP.reg +6.00 Blind- +43% Stun/Frz- +42% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +6 See.Stealth +22 See.Invis +20 Rings can have magical properties. |
savage's voratun ring of frost (+30%)0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +30% cold Spell.save +14 (+5 eff.) ---------- misc Max.stam +26.00 Rings can have magical properties. |
voratun Telos's Staff Crystal ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +13 Str +5 Dex +5 Mag +5 Wil +5 Cun +13 Con dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Resists +30% mind Confus- +30% Fear- +30% ---------- misc Light +2 Rings can have magical properties. |
voratun Windborne Azurite ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +17 Dex +7 Mag +7 Wil +21 Cun dps ---------- Spell.pwr +15 (+5 eff.) Mind.pwr +12 (+4 eff.) Mov.spd +15% Dmg.mod +20% lightning +6% cold Res.pen +10% mind +15% acid Acc +18 (+4 eff.) Melee Ret 6 mind ----- def ----- Resists +6% mind +9% cold Ignore.dmg +8% Affinity +20% lightning Rings can have magical properties. |
voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +53.00 HP.reg +16.00 Heal.mod +13% Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% 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 (+16 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 107 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." |
Razorblade, the Cursed Waraxe (147% power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 147% Range: 1.4x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+8 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Runochak1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Resists +12% light Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) A belt that goes around your waist. |
grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% lightning +6% temporal Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Lisyra the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Crit.mult +10.00% Res.pen +5% physical +20% temporal Acc +20 (+4 eff.) ----- def ----- Resists +9% lightning +15% temporal Phys.save +3 (+1 eff.) A belt that goes around your waist. |
balancing drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +6 Dex +4 Cun +5 Con dps ---------- Phys.crit +10.0% Mind.crit +12% Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +9 (+2 eff.) A belt that goes around your waist. |
noble's drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Master While equipped: Stats +6 Dex +6 Wil +11 Cun +8 Lck dps ---------- Against +27% Summoned ----- def ----- D.Red.from +33% Summoned Stealth +11 ---------- misc T.Disarm +24 Infravis +4 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shocktrial the cashmere cloak (2 def, 6 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Wil +5 Con dps ---------- Phys.crit +2.0% Crit.mult +21.00% Dmg.mod +6% lightning Acc +13 (+3 eff.) Apr +8 Melee Ret 2 lightning ----- def ----- Armour +6 Defense +2 (+1 eff.) Phys.save +5 (+2 eff.) Mind.save +10 (+3 eff.) Stealth +8 Max.HP +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormworth (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight +15% mind Res.pen +25% blight +10% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Defense +2 (+1 eff.) Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +11% nature +12% blight HP.reg +3.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+6 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
murderer's elven-silk cloak of backstabbing (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Crit.mult +29.00% Acc +24 (+5 eff.) Apr +24 ----- def ----- Defense +3 (+1 eff.) Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Balygondur (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Cun +2 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Resists +6% mind Phys.save +11 (+3 eff.) Mind.save +13 (+3 eff.) Disarm- +20% ---------- misc Infravis +3 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
blood-soaked pair of hardened leather boots of invasion (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+1 eff.) Res.pen +10% physical Apr +5 ----- def ----- Armour +3 A pair of boots made of leather. |
Runuruidan (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Mind.crit +3% Phys.pwr +5 (+1 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +9% mind Res.pen +13% physical ----- def ----- Armour +5 Resists +12% acid +15% lightning +15% darkness +15% blight ---------- misc See.Invis +12 A pair of boots made of leather. |
miner's pair of iron boots of tirelessness (0 def, 5 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 nature Dmg.mod +5% nature Acc +11 (+3 eff.) ----- def ----- Armour +2 Resists +7% nature Unarmed combat: Power 114% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 125% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 99% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
sand iron gauntlets of dexterity (+2) (0 def, 6 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical Acc +10 (+2 eff.) ----- def ----- Armour +6 Fatigue +1% Unarmed combat: Power 102% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +6.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Hazemistress' (0 def, 2 armour)1.5 T2 hands armor [Rare] Nature While equipped: Stats +1 Mag +3 Wil dps ---------- Dmg.mod +6% acid +3% cold ----- def ----- Armour +2 Fatigue +3% Resists +3% cold HP.reg +2.80 ---------- misc Stam/turn +0.50 Psi/turn +0.10 Light +3 See.Invis +3 Unarmed combat: Power 124% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of regeneration (0 def, 9 armour)1.5 T2 hands armor [Ego+] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +9 Fatigue +3% HP.reg +1.80 ---------- misc Stam/turn +0.60 Psi/turn +0.13 Unarmed combat: Power 119% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 On Hit: 10% Second Wind 1 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 ---------- misc Cooldown Clinch -2 Unarmed combat: Power 132% Range: 1.4x Uses 30% Cun, 30% Dex, 60% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 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. |
cinder voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +12% Mind.crit +14% Crit.mult +10.00% Melee+ 11 fire Dmg.mod +8% fire ----- def ----- Armour +3 Fatigue +5% Resists +9% fire Unarmed combat: Power 142% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +20.0% Atk.spd 100% On Crit.r2 +14 fire On Hit: 10% Fire Breath 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Yvodarana the Frostfoe (0 def, 9 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +6% cold Res.pen +5% darkness ----- def ----- Armour +9 Fatigue +1% Resists +5% arcane +3% nature Silence- +10% A cap made of leather. |
miner's rough leather cap of dexterity (+2) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
miner's hardened leather cap of the depths (0 def, 6 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +3% Resists +17% cold ---------- misc Infravis +3 Breathe water A cap made of leather. |
Icequeller the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +18% fire +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
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. |
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. |
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. |
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. |
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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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 'Fuleneg'2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.crit +1% Mind.pwr +5 (+1 eff.) Dmg.mod +5% mind ----- def ----- Resists +5% arcane ---------- 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. |
Treebreak the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire On Hit (Melee): * 10% chance to slow global speed by 56% * 20% chance to reduce armor by 32% ----- def ----- Resists +12% nature Max.HP +46.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glacierprophet (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +8 Cun dps ---------- Crit.mult +19.00% Phys.pwr +9 (+2 eff.) Dmg.mod +9% cold +18% nature +6% mind Res.pen +15% acid +25% cold Acc +10 (+2 eff.) Apr +8 ----- def ----- Resists +26% nature Mind.save +18 (+5 eff.) ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xelle the voratun pickaxe (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +13 Str +10 Wil +3 Con dps ---------- Phys.crit +15.0% Mind.crit +15% Phys.pwr +15 (+3 eff.) Res.pen +10% arcane +15% physical Melee Ret 6 arcane ----- def ----- Resists +6% arcane Max.HP +34.00 ---------- misc Max.stam +29.00 Spell.cld 10% Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Zubuth' (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str +9 Mag +6 Cun dps ---------- Spell.crit +9% Crit.mult +5.00% Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+3 eff.) Dmg.mod +3% arcane Phasing +20% Acc +10 (+2 eff.) Melee Ret 2 arcane 2 physical ----- def ----- Defense +10 (+3 eff.) Resists +10% darkness +8% fire ---------- misc Max.mana +51.00 Infravis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.9 Pwr.cost 11 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 8 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 108 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 352.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
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 Ronald McDonald the Cornac Brawler level 35
73rd Pyre 123rd year of Ascendancy at 19:15 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ronald McDonald the Cornac Brawler level 50
49th Haze 123rd year of Ascendancy at 07:55 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Ronald McDonald the Cornac Brawler level 35
67th Pyre 123rd year of Ascendancy at 12:10 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Ronald McDonald the Cornac Brawler level 46
11st Haze 123rd year of Ascendancy at 10:35 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 Ronald McDonald the Cornac Brawler level 50
38th Haze 123rd year of Ascendancy at 11:26 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ronald McDonald the Cornac Brawler level 45
8th Haze 123rd year of Ascendancy at 14:08 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Ronald McDonald the Cornac Brawler level 38
8th Mirth 123rd year of Ascendancy at 22:39 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Ronald McDonald the Cornac Brawler level 36
2nd Mirth 123rd year of Ascendancy at 16:39 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ronald McDonald the Cornac Brawler level 8
6th Mirth 122nd year of Ascendancy at 11:30 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Ronald McDonald the Cornac Brawler level 37
5th Mirth 123rd year of Ascendancy at 16:54 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Ronald McDonald the Cornac Brawler level 37
5th Mirth 123rd year of Ascendancy at 12:02 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Ronald McDonald the Cornac Brawler level 40
41st Dusk 123rd year of Ascendancy at 12:28 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Ronald McDonald the Cornac Brawler level 50
75th Regrowth 124th year of Ascendancy at 05:23 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ronald McDonald the Cornac Brawler level 20
17th Regrowth 123rd year of Ascendancy at 05:09 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ronald McDonald the Cornac Brawler level 41
41st Dusk 123rd year of Ascendancy at 19:04 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Ronald McDonald the Cornac Brawler level 50
65th Haze 123rd year of Ascendancy at 14:55 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ronald McDonald the Cornac Brawler level 29
51st Pyre 123rd year of Ascendancy at 05:42 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 Ronald McDonald the Cornac Brawler level 50
38th Haze 123rd year of Ascendancy at 17:19 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Ronald McDonald the Cornac Brawler level 35
76th Pyre 123rd year of Ascendancy at 06:57 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ronald McDonald the Cornac Brawler level 10
2nd Flare 122nd year of Ascendancy at 10:19 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ronald McDonald the Cornac Brawler level 20
14th Regrowth 123rd year of Ascendancy at 22:49 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Ronald McDonald the Cornac Brawler level 30
59th Pyre 123rd year of Ascendancy at 16:32 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Ronald McDonald the Cornac Brawler level 40
24th Dusk 123rd year of Ascendancy at 11:18 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Ronald McDonald the Cornac Brawler level 50
25th Haze 123rd year of Ascendancy at 10:17 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Ronald McDonald the Cornac Brawler level 50
64th Haze 123rd year of Ascendancy at 00:29 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ronald McDonald the Cornac Brawler level 50
35th Haze 123rd year of Ascendancy at 17:35 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ronald McDonald the Cornac Brawler level 18
63rd Dusk 122nd year of Ascendancy at 02:24 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Ronald McDonald the Cornac Brawler level 38
1st Flare 123rd year of Ascendancy at 17:30 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ronald McDonald the Cornac Brawler level 25
47th Regrowth 123rd year of Ascendancy at 04:49 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ronald McDonald the Cornac Brawler level 37
5th Mirth 123rd year of Ascendancy at 19:05 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Ronald McDonald the Cornac Brawler level 50
75th Regrowth 124th year of Ascendancy at 05:22 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ronald McDonald the Cornac Brawler level 7
77th Pyre 122nd year of Ascendancy at 16:54 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ronald McDonald the Cornac Brawler level 50
64th Haze 123rd year of Ascendancy at 03:13 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Ronald McDonald the Cornac Brawler level 45
10th Haze 123rd year of Ascendancy at 04:36 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ronald McDonald the Cornac Brawler level 15
45th Dusk 122nd year of Ascendancy at 05:46 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ronald McDonald the Cornac Brawler level 39
14th Dusk 123rd year of Ascendancy at 00:58 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Ronald McDonald the Cornac Brawler level 26
48th Regrowth 123rd year of Ascendancy at 09:46 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ronald McDonald the Cornac Brawler level 17
50th Dusk 122nd year of Ascendancy at 03:22 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ronald McDonald the Cornac Brawler level 34
66th Pyre 123rd year of Ascendancy at 18:46 see stats
Log
Ran for 3 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
Today is the 11st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:16.
Today is the 12nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Today is the 13rd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 14th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Ran for 8 turns (stop reason: hostile spotted to the west (ziguranth patrol)).
Today is the 15th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:21.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
You don't see how to get there...
You don't see how to get there...
Today is the 16th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
You don't see how to get there...
Ronald McDonald deactivates Daunting Presence.
Ronald McDonald deactivates Trained Reactions.
Ronald McDonald deactivates Precise Strikes.
Ronald McDonald deactivates Striking Stance.


































































































































