












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.7.4This 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 50 / 1232% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 22 on the 17th Haze 122nd year of Ascendancy at 11:13 1 / 6Killed by Sleeping Lisorille at level 31 on the 28th Haze 123rd year of Ascendancy at 23:50 Killed by Betytira the fire drake hatchling at level 33 on the 6th Regrowth 124th year of Ascendancy at 06:45 Killed by Peter's Inner Demon at level 38 on the 15th Pyre 124th year of Ascendancy at 11:23 Killed by The Shade of Telos at level 44 on the 59th Haze 124th year of Ascendancy at 13:11 Killed by Betoldabeth the oozing horror at level 50 on the 37th Regrowth 125th year of Ascendancy at 03:21 |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 29 (base 18) |
| Constitution | 37 (base 21) |
| Magic | 127 (base 64) |
| Willpower | 117 (base 60) |
| Cunning | 76 (base 60) |
Resources
| Life | 712/712 |
| Mana | 766/791 |
| Healing Factor | 1.2041015905907 |
| Regeneration | 0.30102539764767 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 61.020217406253 |
| See Invisible | 88.623221361507 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 49 |
| Crit Chance | 35% |
| APR | 76 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 91 |
| Crit Chance | 88% |
| Speed | 1 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +34% |
| Blight | +36% |
| Arcane | +128% |
| Cold | +94% |
| All | +9% |
| Lightning | +121% |
| Physical | +15% |
| Fire | +94% |
| Mind | +21% |
Offense: Damage Penetration
| Lightning | +130% |
| Fire | +65% |
| Arcane | +102% |
| Cold | +65% |
| All | +35% |
Defense: Base
| Armour (hardiness) | 50 (75.69962066283%) |
| Defense | 71 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 61 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 42%( 70%) |
| Cold | + 46%( 70%) |
| All | + 28%( 70%) |
| Darkness | + 42%( 70%) |
| Mind | + 42%( 70%) |
| Fire | + 48%( 70%) |
| Lightning | + 68%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 63% |
| Pinning Resistance | 93% |
| Instadeath Resistance | 100% |
| Silence Resistance | 32% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 2 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: MovementUse 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 increase movement speed by 910% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1120% for 10 turns (164 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 12 Travel Speed: 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 9 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 1230 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Spellcraft |
| talent | Thunderstorm |
| talent | Multicaster |
| talent | Tempest |
| talent | Feather Wind |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Shielding |
| talent | Disruption Shield |
| beneficial effect | The target is surrounded by a time distortion, absorbing 918/918 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
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. | active |
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 Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic 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 sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Yvebeth the copperhead snake. Escort: lost warrior (level 2 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 gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the repented thief from death by Zubowe the dredgling. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 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. | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 766. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland 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 | undeterred pair of dwarven-steel boots of spellbinding (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag ----- def ----- Armour +4 Fatigue +3% Silence- +32% Confus- +29% Stun/Frz- +28% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
| Light source | piercing dwarven lantern of focus1.0 T5 lite [Ego+] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% mind Res.pen +10% all Apr +10 ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
| Tool | overpowered dragonbone wand of shielding [power 746] (26 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 1248 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Blastransom'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +15% lightning +6% physical Res.pen +15% lightning Apr +4 Melee Ret 2 lightning ----- def ----- Resists +30% lightning +4% physical ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| On fingers | voratun ring 'Aeredur'0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +30 (+6 eff.) Dmg.mod +18% blight Res.pen +25% arcane ----- def ----- Mind.save +15 (+4 eff.) Confus- +34% ---------- misc Mana/turn +0.16 Max.mana +100.00 Rings make your fingers look great! |
| Around waist | spiritwalker's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +10 Mag +8 Wil dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.20 Max.mana +22.00 A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+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 170 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." |
| On hands | stone warden's drakeskin leather gloves of war-making (0 def, 20 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +11 Con dps ---------- Phys.crit +11.0% Spell.crit +13% Mind.crit +5% Crit.mult +11.00% ----- def ----- Armour +20 Hardiness +9% Resists +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Goryderab (5 def, 5 armour)2.0 T5 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Spell.crit +11% Crit.mult +10.00% Spell.pwr +30 (+6 eff.) Dmg.mod +45% arcane +9% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +3% blight +20% mind +20% darkness +15% all Phys.save +40 (+11 eff.) Spell.save +20 (+5 eff.) Mind.save +40 (+10 eff.) ---------- misc Mana/turn +0.40 Max.mana +192.00 Max.vim +20.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. This object's appearance was changed to dwarven-steel mail armour. |
| Cloak | Brandstrike (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +5% Crit.mult +16.00% Spell.pwr +8 (+2 eff.) Dmg.mod +14% arcane Res.pen +12% arcane Melee Ret 4 blight 4 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Defense +3 (+1 eff.) Resists +3% blight +3% fire ---------- misc Max.mana +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Islima0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Acc +30 (+10 eff.) Apr +2 Melee Ret 6 physical ----- def ----- Defense +25 (+6 eff.) Phys.save +25 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +25 (+6 eff.) Die.at -80.00 life ---------- misc Mana/turn +0.20 Vim/s.crit +2.00 Amulets make your neck look great! |
Inventory
regeneration infusion of the wizard (heal 716; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 716 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, darkness, light, cold, mind, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 darkness, 4 light, 3 cold, 4 mind, 3 temporal 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! |
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. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 177.26 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Torysin0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +10 Dex +9 Con dps ---------- Res.pen +5% mind +25% blight ----- def ----- Resists +15% blight +24% temporal Pinning- +26% Knockbk- +28% Amulets make your neck look great! |
protective voratun amulet0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +10 (+3 eff.) Res.Cap +7% all Phys.save +11 (+3 eff.) Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
Nightbrand the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Resists +3% lightning +12% temporal +3% cold Spell.save +3 (+1 eff.) Die.at -60.00 life Max.HP +33.00 Disarm- +46% Pinning- +27% Knockbk- +41% Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
gold ring 'Satyrpiercer'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +3% nature +6% all ----- def ----- Defense +20 (+5 eff.) Resists +15% darkness Poison- +20% Stun/Frz- +20% ---------- misc Light +1 Infravis +1 Rings make your fingers look great! |
mule's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -8% Max.HP +68.00 HP.reg +8.00 Heal.mod +14% ---------- misc Max.enc +25 Rings make your fingers look great! |
painweaver's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +9 (+3 eff.) Melee+ 13 light Ranged+ 26 light Dmg.mod +14% light +7% all Rings make your fingers look great! |
Brightdash4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +30 cold On Hit.r1 +4 light +8 temporal While equipped: Stats +11 Cun dps ---------- Phys.spd +10% Dmg.mod +6% temporal +33% cold Res.pen +15% temporal +36% physical ----- def ----- Resists +9% light +6% temporal ---------- misc Light +1 Longbows are used to shoot arrows at your foes. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon Reqs Str 35 [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 25% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 358.61 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 30 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Glorydhebeth the dragonbone starstaff (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +15 (+3 eff.) Dmg.mod +30% light +15% blight Res.pen +15% temporal Phasing +30% Melee Ret 10 arcane ---------- misc Max.vim +50.00 Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Sleetquick (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning +9% cold +9% arcane +30% acid Res.pen +15% acid +25% cold On Hit (Melee): * 20% chance to reduce armor by 48% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Zubann the Brandbrawn (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +10.00% Spell.pwr +26 (+5 eff.) Dmg.mod +39% lightning +30% cold +30% arcane +36% fire Res.pen +10% arcane +5% fire ----- def ----- Resists +11% darkness +10% temporal Def/telep +7 Res/telep +13% Dur/telep +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Mayibeth1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.pwr +30 (+14 eff.) ----- def ----- Defense +26 (+7 eff.) Stealth +10 ---------- misc Stam/turn +3.00 Infravis +2 See.Invis +9 A belt that goes around your waist. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urthirab (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Spell.crit +2% Spell.pwr +30 (+6 eff.) ----- def ----- Resists +12% darkness +10% mind +9% all Phys.save +12 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +25 (+6 eff.) ---------- misc Max.mana +100.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Chargequeen the pair of drakeskin leather boots (0 def, 14 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +8% Dmg.mod +12% lightning Res.pen +25% lightning +30% arcane ----- def ----- Armour +14 Phys.save +18 (+5 eff.) Stun/Frz- +24% ---------- misc Psi/ret +0.32 Infravis +3 A pair of boots made of leather. |
Ravenserpent the pair of hardened leather boots (29 def, 9 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +9 Dex dps ---------- Dmg.mod +6% darkness Res.pen +20% lightning Melee Ret 4 darkness ----- def ----- Armour +9 Defense +29 (+7 eff.) Resists +10% lightning +8% temporal HP.reg +6.00 Heal.mod +14% A pair of boots made of leather. |
spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +9.0% Spell.crit +12% Mind.crit +12% Crit.mult +7.00% Spell.pwr +8 (+2 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.17 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Dragonskull Helm (0 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% fire +15% lightning Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
defender's voratun helm of trickery (7 def, 14 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +7 ----- def ----- Armour +14 Defense +7 (+2 eff.) Fatigue +5% Resists +7% all Phys.save +14 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Shimmerpython' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% lightning ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning Phys.save +3 (+1 eff.) Mind.save +6 (+1 eff.) Die.at -20.00 life A pointy cloth hat, very wizardly... |
Emeluth the Arcbore (24/24, 70-97 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Rare] Master Power 69.5 - 97.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +20.0% Capacity 24 Ranged+ +8 mind +20 lightning On Hit.r1 +12 mind On Crit.r2 +20 mind On Crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Mayana the Phoenixsage (24/24, 44-61 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Random Unique] Arcane/Nature/Psionic Power 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 24 Ranged+ +42 lightning +50 physical +38 blight +24 fire +8 temporal On Hit.r1 +12 fire +12 temporal On Crit.r2 +20 lightning +12 fire +8 temporal On Hit: 20% Epidemic 4 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 37 * 24% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 238 physical damage Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
quiver of dragonbone arrows 'Greenmistress' (45/45, 74-103 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Master/Psionic Power 73.5 - 102.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +23.0% Capacity 45 Ranged+ +12 temporal +20 nature On Hit.r1 +4 nature +8 temporal On Crit.r2 +4 temporal On Hit: * 20% chance to slow global speed by 63% * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +8 Arrows are used with bows to pierce your foes to death. |
9 agate0.0 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
593 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 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. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Giledil the Thunderrain2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Res.pen +20% lightning Melee Ret 6 nature ----- def ----- Max.HP +41.00 ---------- 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. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 60 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 60.78 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
60 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
6 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
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 Peter the Cornac Archmage level 32
31st Haze 123rd year of Ascendancy at 10:10 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Peter the Cornac Archmage level 27
37th Regrowth 123rd year of Ascendancy at 01:25 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Peter the Cornac Archmage level 32
29th Haze 123rd year of Ascendancy at 16:37 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Peter the Cornac Archmage level 38
28th Regrowth 124th year of Ascendancy at 01:46 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Peter the Cornac Archmage level 44
15th Haze 124th year of Ascendancy at 15:15 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Peter the Cornac Archmage level 36
24th Regrowth 124th year of Ascendancy at 10:58 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Peter the Cornac Archmage level 23
63rd Haze 122nd year of Ascendancy at 16:21 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Peter the Cornac Archmage level 18
47th Dusk 122nd year of Ascendancy at 13:19 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Peter the Cornac Archmage level 34
21st Regrowth 124th year of Ascendancy at 02:38 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Peter the Cornac Archmage level 27
43rd Pyre 123rd year of Ascendancy at 18:36 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Peter the Cornac Archmage level 43
5th Haze 124th year of Ascendancy at 15:39 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Peter the Cornac Archmage level 50
39th Regrowth 125th year of Ascendancy at 01:16 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Peter the Cornac Archmage level 20
73rd Dusk 122nd year of Ascendancy at 04:33 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Peter the Cornac Archmage level 26
34th Regrowth 123rd year of Ascendancy at 13:30 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Peter the Cornac Archmage level 29
53rd Dusk 123rd year of Ascendancy at 18:53 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Peter the Cornac Archmage level 50
33rd Regrowth 125th year of Ascendancy at 13:52 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 Peter the Cornac Archmage level 27
36th Regrowth 123rd year of Ascendancy at 23:41 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Peter the Cornac Archmage level 10
5th Mirth 122nd year of Ascendancy at 11:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Peter the Cornac Archmage level 20
73rd Dusk 122nd year of Ascendancy at 00:38 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Peter the Cornac Archmage level 30
15th Haze 123rd year of Ascendancy at 18:13 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Peter the Cornac Archmage level 40
40th Pyre 124th year of Ascendancy at 18:41 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Peter the Cornac Archmage level 50
18th Regrowth 125th year of Ascendancy at 07:20 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Peter the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 18:20 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Peter the Cornac Archmage level 50
19th Regrowth 125th year of Ascendancy at 02:51 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Peter the Cornac Archmage level 22
25th Haze 122nd year of Ascendancy at 00:59 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Peter the Cornac Archmage level 46
5th Allure 125th year of Ascendancy at 18:50 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Peter the Cornac Archmage level 45
5th Allure 125th year of Ascendancy at 05:01 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Peter the Cornac Archmage level 23
62nd Haze 122nd year of Ascendancy at 08:08 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Peter the Cornac Archmage level 35
21st Regrowth 124th year of Ascendancy at 07:35 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Peter the Cornac Archmage level 50
39th Regrowth 125th year of Ascendancy at 01:14 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Peter the Cornac Archmage level 10
4th Flare 122nd year of Ascendancy at 01:47 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Peter the Cornac Archmage level 27
13rd Pyre 123rd year of Ascendancy at 12:35 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Peter the Cornac Archmage level 50
39th Regrowth 125th year of Ascendancy at 01:16 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Peter the Cornac Archmage level 40
53rd Pyre 124th year of Ascendancy at 00:13 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Peter the Cornac Archmage level 27
42nd Pyre 123rd year of Ascendancy at 17:04 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Peter the Cornac Archmage level 20
73rd Dusk 122nd year of Ascendancy at 05:48 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Peter the Cornac Archmage level 31
29th Haze 123rd year of Ascendancy at 13:16 see stats
Log
Peter casts Lightning.
Peter's spell attains critical power!
Peter casts Manathrust.
Peter's spell attains critical power!
Talent Lightning is ready to use.
Talent Manathrust is ready to use.
Talent Elemental Array Burst is ready to use.
Peter casts Elemental Array Burst.
Peter's spell attains critical power!
Talent Elemental Array Burst is ready to use.
Peter casts Elemental Array Burst.
Talent Elemental Array Burst is ready to use.
Ran for 4 turns (stop reason: dialog is displayed).
Ran for 7 turns (stop reason: dialog is displayed).
Connection to online server lost, trying to reconnect.
Connection to online server established.
Peter casts Temporal Shield.
The very fabric of time alters around Peter.
The furious lightning storm around Peter calms down and disappears.













































































































































