












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Moderately Generous Levels 1.5.10Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Items Vault 1.5.0Donators/Buyers bonus! Tier 5 starting weapons 1.3.1Start with tier 5 weapons (no egos) Following classes are not affected by this addon: - Ashes of Urh'Rok classes and Stone warden - other addon classes - adventurer Note: stat requirements are not removed. You may need 'QuickTome: Remove Stat Requirements' to equip tier 5 weapons. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines 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: Showing Items Tier in Inventory 1.5.10This 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Doomelf |
Class | Temporal Warden |
Level / Exp | 50 / 1182% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 138 (base 60) |
Dexterity | 124 (base 60) |
Constitution | 89 (base 17) |
Magic | 130 (base 63) |
Willpower | 90 (base 34) |
Cunning | 138 (base 60) |
Resources
Life | 2069/2069 |
Mana | 794/794 |
Paradox | 300 |
Healing Factor | 2.0375289575289 |
Regeneration | 11.919544401544 |
Speed
Mental | +9.9920072216264E-12% |
Attack | +9.9920072216264E-12% |
Movement | +118.27948217996% |
Spell | +9.9920072216264E-12% |
Global | +106% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 15 |
See Stealth | 193.15033070011 |
See Invisible | 212.15033070011 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 416 |
Accuracy | 84 |
Crit Chance | 90% |
APR | 48 |
Speed | 0.90 |
Offense: Offhand
Damage | 182 |
Accuracy | 84 |
Crit Chance | 98% |
APR | 61 |
Speed | 1.00 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 88% |
Speed | 0.9999999999999 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 75% |
Speed | 0.9999999999999 |
Offense: Damage Bonus
Nature | +15% |
Acid | +29% |
Physical | +14% |
Temporal | +56% |
Blight | +24% |
Arcane | +15% |
Fire | +55% |
All | +9% |
Offense: Damage Penetration
Darkness | +10% |
Light | +30% |
Temporal | +45% |
Physical | +12% |
Mind | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 115.8058731508 (100%) |
Defense | 99 |
Ranged Defense | 102 |
Fatigue | 0 |
Physical Save | 98 |
Spell Save | 80 |
Mental Save | 106 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 81%( 70%) |
Darkness | + 70%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 70%( 70%) |
Mind | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Stoning Resistance | 50% |
Confusion Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 50% |
Pinning Resistance | 50% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (99% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 750 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 975 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 11 turns. While Heroism is active, you will only die when reaching -1256 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Threaded Combat | 2.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 2.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Chronomancy / Temporal Guardian | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Chronomancy / Blade Threading | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Bow Threading | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Stasis | 2.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 2.20 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Combat | 2.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 2.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 2.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Fate Weaving | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Phase Pulse |
talent | Chant of Fortitude |
talent | Temporal Hounds |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 59, and granting a 13% chance to ignore critical hits. Precognition |
beneficial effect | The target is moving is 83% faster. 3 Celerity |
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 |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Deidre. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost tinker from death by Deidre. Escort: lost tinker (level 6 of Dreadfell) | 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 successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1670. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 | ![]() 3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil +5 Cun +5 Con dps ---------- Mind.crit +4% ----- def ----- Armour +7 Defense +10 (+1 eff.) Rng.Def +9 (+2 eff.) Fatigue -2% Resists +12% lightning +6% temporal Phys.save +45 (+7 eff.) Mind.save +25 (+4 eff.) Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.30 Max.stam +35.00 Blink to a nearby random location (rad 13) Puts all charms on 11 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +13 Cun dps ---------- Res.pen +15% light On Hit (Melee): * 15% chance to blind ----- def ----- Fatigue -8% Mind.save +15 (+2 eff.) Blind- +42% Confus- +24% ---------- misc Light +5 Infravis +12 See.Stealth +49 See.Invis +50 Track: Puts all charms on 17 cooldown Level 10.0 Pwr.cost 17 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 88 for 10 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Str +1 Dex +1 Mag +17 Lck dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Melee Ret 9 physical ----- def ----- Armour +5 Fatigue +5% Resists +25% mind Crit.dmg- 10.00% Mind.save +30 (+5 eff.) Confus- +43% ---------- misc Light +3 See.Invis +6 Telepathy Humanoid/Orc Skullcracker: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1394.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Dex +9 Cun +6 Con dps ---------- Phys.crit +2.0% Melee+ 15 fire Dmg.mod +11% fire Acc +19 (+4 eff.) Apr +17 ----- def ----- Armour +3 Resists +3% nature +10% fire Phys.save +40 (+7 eff.) Spell.save +10 (+2 eff.) Mind.save +20 (+3 eff.) Die.at -40.00 life Disarm- +94% Steady Shot: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range 12 Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 7 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. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +12 (+2 eff.) Mov.spd +25% Acc +15 (+3 eff.) ----- def ----- Defense +15 (+2 eff.) Resists +5% arcane +12% cold Mind.save +21 (+3 eff.) Max.HP +95.00 HP.reg +2.00 Heal.mod +28% Blind- +35% Disarm- +15% Confus- +45% Blinding Speed: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 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 23% for 5 turns. Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Con dps ---------- Dmg.mod +20% acid +20% fire Res.pen +15% light ----- def ----- Resists +40% acid +40% fire +5% arcane +4% physical Spell.save +20 (+4 eff.) Max.HP +90.00 HP.reg +2.20 Heal.mod +28% ---------- misc Max.stam +34.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +10 Dex +2 Mag +20 Cun +4 Con dps ---------- Spell.crit +2% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) S.pwr/crit +10 Mov.spd +10% Dmg.mod +15% blight +15% fire Melee Ret 12 blight ----- def ----- Fatigue -8% Resists +12% blight HP.reg +1.40 ---------- misc Stam/turn +1.50 Mana/turn +0.08 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 85.0 - 119.0 Physical Uses 150% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +26 Crit +5.0% Atk.spd 111% Melee+ +60 insidious poison On Crit.r2 +19 temporal While equipped: Stats +6 Dex dps ---------- Crit.mult +26.00% All.spd +6% Dmg.mod +6% arcane +12% temporal Res.pen +15% temporal Acc +27 (+5 eff.) ----- def ----- Defense +12 (+2 eff.) Fatigue -16% Resists +5% arcane Disarm- +50% ---------- misc See.Invis +12 Sharp, long, and deadly. This object's appearance was changed to Twilight's Edge. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +11 Mag +12 Wil dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) S.pwr/crit +2 Res.pen +10% darkness Melee Ret 8 arcane ----- def ----- Defense +16 (+2 eff.) Mind.save +15 (+2 eff.) Stealth +15 ---------- misc Vim/s.crit +1.00 Light +2 Infravis +3 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 68.5 - 89.0 Physical Uses 95% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +39 Crit +13.0% Atk.spd 100% Melee+ +48 insidious poison +4 physical On Hit.r1 +8 physical On Hit: * 20% chance to torment the target * 25% chance to put talents on cooldown While equipped: Stats +3 Dex +6 Con dps ---------- Crit.mult +26.00% Phys.pwr +12 (+2 eff.) Dmg.mod +6% nature Res.pen +12% physical +12% mind +10% temporal ----- def ----- Armour +7 Disarm- +28% Sharp, short and deadly. This object's appearance was changed to Serpent's Glare. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +20 Str +20 Dex +20 Mag +20 Wil +20 Cun +20 Con +20 Lck dps ---------- Dmg.mod +25% temporal Res.pen +20% temporal ----- def ----- Armour +50 Defense +50 (+8 eff.) Rng.Def +6 (+1 eff.) Resists +50% all Crit.dmg- 15.00% Blind- +50% Disease- +50% Cut- +50% Silence- +50% Disarm- +50% Confus- +50% Pinning- +50% Stun/Frz- +50% ---------- misc Breathe water Masteries +0.70 Chronomancy/Temporal Combat +0.70 Chronomancy/Bow Threading +0.70 Chronomancy/Chronomancy +1.00 Cunning/Survival +0.70 Chronomancy/Temporal Hounds +0.70 Chronomancy/Temporal Guardian +0.70 Chronomancy/Blade Threading +0.70 Chronomancy/Spacetime Weaving +0.70 Chronomancy/Spacetime Folding +0.70 Technique/Combat training +0.70 Chronomancy/Threaded Combat +0.70 Chronomancy/Speed Control +0.90 Chronomancy/Stasis +0.90 Chronomancy/Fate Weaving A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +17 Str +10 Mag +10 Wil +7 Con dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Phys.pwr +25 (+4 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +25 (+6 eff.) Apr +5 ----- def ----- Armour +16 Defense +15 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +26% Resists +50% lightning +24% fire +5% arcane +6% darkness Phys.save +20 (+3 eff.) Max.HP +100.00 ---------- misc Max.stam +20.00 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 828 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 896% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -920 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 11 turns. While Heroism is active, you will only die when reaching -1078 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 11 turns. While Heroism is active, you will only die when reaching -956 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 664 damage for 7 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 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 Spell (99% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 210 with a minimum range of 15. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (99% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 191 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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 (99% of a turn) Is a spell Description: Inflicts 795.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -6% HP.reg +1.20 ---------- misc Mana/turn +0.16 Max.mana +21.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +20% blight +15% arcane Melee Ret 16 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +5% arcane +6% blight ---------- misc Masteries +0.28 Chronomancy/Bow Threading Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 2.2 Pwr.cost 22 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 2 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +4 Mag +6 Cun +3 Con dps ---------- Spell.pwr +6 (+1 eff.) Mov.spd +10% ----- def ----- Fatigue -6% Resists +10% physical Phys.save +18 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +16 (+2 eff.) HP.reg +1.10 ---------- misc Stam/turn +1.60 Max.mana +40.00 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 5 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. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+2 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 17 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 42 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +5 Mag +4 Con dps ---------- Acc +4 (+1 eff.) ----- def ----- Defense +9 (+1 eff.) Rng.Def +9 (+2 eff.) Spell.save +10 (+2 eff.) Max.HP +30.00 HP.reg +1.20 ---------- misc Max.stam +20.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% lightning ----- def ----- Armour +4 Resists +28% lightning +21% cold +6% light +9% mind Phys.save +12 (+2 eff.) Poison- +10% Silence- +10% Disarm- +10% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-6 eff.) Spell.save -30 (-7 eff.) Mind.save -30 (-5 eff.) ---------- misc Talents +1 Flexible Combat You have set the ring to grant you Flexible Combat! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +9 Cun +12 Con ----- def ----- Defense +18 (+3 eff.) Fatigue -2% Resists +15% blight +14% nature +3% light Crit.dmg- 10.00% Phys.save +20 (+3 eff.) Die.at -60.00 life Poison- +25% Disease- +30% ---------- misc Max.stam +15.00 Rings can have magical properties. |
![]() 7.0 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 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 85 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." |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 170% Mag Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 190% Mag Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+4 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 26 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 247.46. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 150% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+3 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 150% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +5% all ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T5 longsword 1H weapon [Normal] Power 60.5 - 84.7 Physical Uses 150% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +30 Crit +5.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 95% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T4 dagger 1H weapon [Rare] Arcane Power 45.0 - 58.5 Physical Uses 95% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +50 Crit +8.0% Atk.spd 100% On Hit.r1 +14 fire While equipped: Stats +3 Con dps ---------- Res.pen +25% physical ----- def ----- Defense +9 (+1 eff.) Rng.Def +9 (+2 eff.) Mind.save +6 (+1 eff.) Heal.mod +15% ---------- misc Hate/m.crit +3.00 Max.stam +25.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 38.5 - 50.1 Light Uses 95% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +41 insidious poison +12 light On Hit: * 40% chance to blind * 28% chance to daze at end of turn While equipped: Stats +10 Str +4 Dex +4 Mag +6 Wil +4 Cun +3 Con dps ---------- S.pwr/crit +2 Dmg.mod +9% light +12% physical Res.pen +12% lightning +15% arcane +20% blight Acc +12 (+2 eff.) ----- def ----- Resists +6% light ---------- misc Stam/ret +2.00 Max.mana +40.00 Light +1 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 39.5 - 51.4 Physical Uses 95% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 52% chance to disease * Random elemental explosion While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% mind +3% blight Res.pen +28% acid +12% physical +27% fire +28% cold +22% lightning Acc +10 (+2 eff.) Apr +12 ----- def ----- Heal/summ +20 ---------- misc Psi/ret +0.16 Telepathy Demon/Minor Demon/Major Sharp, short and deadly. |
![]() 4.0 T5 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+3 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 143% Range +10 Proj.spd +200% Ranged+ +35 fire On Hit: * 20% chance to corrode armour by 30% While equipped: Stats +6 Con dps ---------- All.spd +6% Res.pen +5% acid +15% fire ----- def ----- Defense +6 (+1 eff.) Resists +3% darkness +15% temporal Phys.save +3 (+0 eff.) Blind- +5% Disease- +10% Dur/telep +10% ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 206 life over 5 turns Puts all charms on 9 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 65.5 - 91.7 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +36 Crit +12.0% Capacity 20 Proj.spd +200% Ranged+ +15 darkness +4 light +15 blight +20 cold +12 arcane On Hit.r1 +8 light On Crit.r2 +4 light On Hit: * 20% chance to blind * 20% chance to curse the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Normal] Power 85.0 - 119.0 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +30 Crit +25.0% Capacity 30 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 50% Mag, 50% Cun, 10% Wil 70% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+2 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 437.76 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 11 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 14 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 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 (+1 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. |
![]() 3.0 T4 head armor [Unique] Master While equipped: Stats +10 Wil +7 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 13 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. |
![]() 2.0 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. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +15 Lck dps ---------- Dmg.mod +10% temporal Res.pen +25% temporal ----- def ----- Spell.save +10 (+2 eff.) ---------- misc Light +14 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. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +6 Masteries +0.10 Cunning/Stealth Blood Grasp: Level 3.0 Pwr.cost 5 out of 15/15. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 275.94 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 34 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 43 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+3 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. |
![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+1 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 13 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 313.23 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 5 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 13 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 180% of the healing done. This effect scales with your Magic stat.. Uses 32 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 86 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 828.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 11 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% nature +5% arcane Die.at -60.00 life Blind- +5% Cut- +10% ---------- misc Wards +1 physical +2 mind +2 darkness Talents +3 Telekinetic Blast +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun +4 Dex dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +12% arcane ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Max.HP +30.00 ---------- misc Talents +5 Telekinetic Blast +10 Silence Cooldown Silence -2 Fire a blast of psionic energies in a range 9 beam dealing 155.32 to 310.65 mind damage Puts all charms on 3 cooldown 100% to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +6% arcane ----- def ----- Resists +5% arcane Heal/summ +10 ---------- misc Psi/ret +0.12 Telepathy Humanoid/Orc Talents +5 Telekinetic Blast +4 Silence Cooldown Silence -1 Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 5 cooldown 100% to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Acc +10 (+2 eff.) Melee Ret 4 physical ----- def ----- Armour +4 Resists +2% physical Phys.save +21 (+3 eff.) Die.at -40.00 life ---------- misc Talents +5 Telekinetic Blast Teleport randomly (rad 45) Puts all charms on 13 cooldown 100% to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Dex dps ---------- Crit.mult +6.00% Res.pen +15% nature Apr +5 Melee Ret 8 nature ----- def ----- Phys.save +9 (+1 eff.) ---------- misc Talents +9 Telekinetic Blast +5 Silence Cooldown Silence -1 Teleport randomly (rad 60) Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Con ----- def ----- Resists +3% darkness +6% mind +3% nature Die.at -60.00 life HP.reg +0.20 Heal.mod +25% Confus- +15% ---------- misc Wards +3 physical +4 mind +5 darkness Talents +5 Silence +1 Ward Cooldown Silence -1 Absorb and nullify at most 4 detrimental mental status effects in the next 10 turns Puts all charms on 5 cooldown 100% to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +21% acid +12% arcane Res.pen +20% acid Melee Ret 8 arcane ----- def ----- Resists +9% acid ---------- misc Wards +6 physical +10 mind +8 darkness Talents +10 Telekinetic Blast +2 Ward Fire a blast of psionic energies in a range 9 beam dealing 150.97 to 301.93 mind damage Puts all charms on 3 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Crit.mult +3.00% Dmg.mod +3% arcane +6% physical Res.pen +15% physical Acc +2 (+0 eff.) ----- def ----- Armour +8 Resists +2% physical Die.at -20.00 life Max.HP +10.00 HP.reg +0.20 ---------- misc Talents +5 Strike Cooldown Strike -1 Creates a wall of flames lasting 4 turns (dealing 503 fire damage overall) Puts all charms on 3 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 358.80 temporal and 250.70 darkness damage (based on Magic). Uses 9 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Deidre the Doomelf Temporal Warden level 38
8th Flare 123rd year of Ascendancy at 12:49 see stats
By Deidre the Doomelf Temporal Warden level 22
6th Allure 123rd year of Ascendancy at 16:42 see stats
By Deidre the Doomelf Temporal Warden level 44
52nd Haze 123rd year of Ascendancy at 02:11 see stats
By Deidre the Doomelf Temporal Warden level 38
5th Flare 123rd year of Ascendancy at 16:04 see stats
By Deidre the Doomelf Temporal Warden level 41
78th Dusk 123rd year of Ascendancy at 11:24 see stats
By Deidre the Doomelf Temporal Warden level 42
6th Haze 123rd year of Ascendancy at 08:36 see stats
By Deidre the Doomelf Temporal Warden level 50
24th Dusk 124th year of Ascendancy at 13:38 see stats
By Deidre the Doomelf Temporal Warden level 46
17th Pyre 124th year of Ascendancy at 03:12 see stats
By Deidre the Doomelf Temporal Warden level 40
25th Dusk 123rd year of Ascendancy at 18:12 see stats
By Deidre the Doomelf Temporal Warden level 17
1st Wintertide 123rd year of Ascendancy at 05:32 see stats
By Deidre the Doomelf Temporal Warden level 46
24th Pyre 124th year of Ascendancy at 09:26 see stats
By Deidre the Doomelf Temporal Warden level 8
8th Flare 122nd year of Ascendancy at 12:41 see stats
By Deidre the Doomelf Temporal Warden level 49
45th Pyre 124th year of Ascendancy at 12:57 see stats
By Deidre the Doomelf Temporal Warden level 40
22nd Dusk 123rd year of Ascendancy at 21:39 see stats
By Deidre the Doomelf Temporal Warden level 44
44th Haze 123rd year of Ascendancy at 23:07 see stats
By Deidre the Doomelf Temporal Warden level 1
74th Pyre 122nd year of Ascendancy at 14:54 see stats
By Deidre the Doomelf Temporal Warden level 50
10th Dusk 124th year of Ascendancy at 19:31 see stats
By Deidre the Doomelf Temporal Warden level 22
9th Allure 123rd year of Ascendancy at 02:37 see stats
By Deidre the Doomelf Temporal Warden level 17
1st Wintertide 123rd year of Ascendancy at 02:39 see stats
By Deidre the Doomelf Temporal Warden level 50
5th Dusk 124th year of Ascendancy at 01:36 see stats
By Deidre the Doomelf Temporal Warden level 50
58th Pyre 124th year of Ascendancy at 03:41 see stats
By Deidre the Doomelf Temporal Warden level 5
76th Pyre 122nd year of Ascendancy at 05:23 see stats
By Deidre the Doomelf Temporal Warden level 22
6th Allure 123rd year of Ascendancy at 14:12 see stats
By Deidre the Doomelf Temporal Warden level 42
6th Haze 123rd year of Ascendancy at 10:44 see stats
By Deidre the Doomelf Temporal Warden level 49
44th Pyre 124th year of Ascendancy at 08:01 see stats
By Deidre the Doomelf Temporal Warden level 30
61st Regrowth 123rd year of Ascendancy at 20:00 see stats
By Deidre the Doomelf Temporal Warden level 10
40th Dusk 122nd year of Ascendancy at 02:28 see stats
By Deidre the Doomelf Temporal Warden level 20
4th Allure 123rd year of Ascendancy at 17:35 see stats
By Deidre the Doomelf Temporal Warden level 30
57th Regrowth 123rd year of Ascendancy at 12:28 see stats
By Deidre the Doomelf Temporal Warden level 40
22nd Dusk 123rd year of Ascendancy at 02:55 see stats
By Deidre the Doomelf Temporal Warden level 50
45th Pyre 124th year of Ascendancy at 22:52 see stats
By Deidre the Doomelf Temporal Warden level 38
12nd Dusk 123rd year of Ascendancy at 21:48 see stats
By Deidre the Doomelf Temporal Warden level 27
46th Regrowth 123rd year of Ascendancy at 00:09 see stats
By Deidre the Doomelf Temporal Warden level 45
1st Regrowth 124th year of Ascendancy at 01:53 see stats
By Deidre the Doomelf Temporal Warden level 50
4th Dusk 124th year of Ascendancy at 06:39 see stats
By Deidre the Doomelf Temporal Warden level 47
32nd Pyre 124th year of Ascendancy at 12:00 see stats
By Deidre the Doomelf Temporal Warden level 25
41st Regrowth 123rd year of Ascendancy at 08:12 see stats
By Deidre the Doomelf Temporal Warden level 50
47th Pyre 124th year of Ascendancy at 11:01 see stats
By Deidre the Doomelf Temporal Warden level 8
2nd Mirth 122nd year of Ascendancy at 11:29 see stats
By Deidre the Doomelf Temporal Warden level 29
52nd Regrowth 123rd year of Ascendancy at 02:25 see stats
By Deidre the Doomelf Temporal Warden level 25
41st Regrowth 123rd year of Ascendancy at 08:12 see stats
By Deidre the Doomelf Temporal Warden level 30
12nd Pyre 123rd year of Ascendancy at 13:08 see stats
By Deidre the Doomelf Temporal Warden level 22
13rd Regrowth 123rd year of Ascendancy at 10:39 see stats
By Deidre the Doomelf Temporal Warden level 40
22nd Dusk 123rd year of Ascendancy at 22:44 see stats
By Deidre the Doomelf Temporal Warden level 50
10th Dusk 124th year of Ascendancy at 19:28 see stats
By Deidre the Doomelf Temporal Warden level 8
4th Mirth 122nd year of Ascendancy at 13:04 see stats
By Deidre the Doomelf Temporal Warden level 22
6th Allure 123rd year of Ascendancy at 16:42 see stats
By Deidre the Doomelf Temporal Warden level 30
57th Regrowth 123rd year of Ascendancy at 22:02 see stats
By Deidre the Doomelf Temporal Warden level 50
10th Dusk 124th year of Ascendancy at 19:31 see stats
By Deidre the Doomelf Temporal Warden level 32
45th Pyre 123rd year of Ascendancy at 05:02 see stats
By Deidre the Doomelf Temporal Warden level 8
6th Mirth 122nd year of Ascendancy at 07:29 see stats
By Deidre the Doomelf Temporal Warden level 43
36th Haze 123rd year of Ascendancy at 03:58 see stats
By Deidre the Doomelf Temporal Warden level 32
46th Pyre 123rd year of Ascendancy at 01:18 see stats
By Deidre the Doomelf Temporal Warden level 1
74th Pyre 122nd year of Ascendancy at 14:54 see stats
By Deidre the Doomelf Temporal Warden level 1
74th Pyre 122nd year of Ascendancy at 14:54 see stats
By Deidre the Doomelf Temporal Warden level 37
3rd Flare 123rd year of Ascendancy at 18:10 see stats
Log
Saving done.
You cannot do that on the world map.
Today is the 25th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 15:25.
Today is the 26th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 08:08.
Today is the 27th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Talent Precognition is ready to use.
Today is the 28th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 07:33.
Today is the 29th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:05.
There is a Derth (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Deidre casts Precognition.
Saving done.
Deidre deactivates Phase Pulse.
Deidre deactivates Chant of Fortitude.
Deidre deactivates Weapon Folding.
Deidre deactivates Temporal Hounds.
Deidre deactivates Contingency.