











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official 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.
Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This 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 | Insane Adventure |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 50 / 1687% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Niwen the ghoul at level 34 on the 15th Steel 123rd year of Ascendancy at 10:06 0 / 7Killed by Cyrith the bone giant at level 41 on the 3rd Gold 123rd year of Ascendancy at 11:22 Killed by Cyrith the bone giant at level 41 on the 3rd Gold 123rd year of Ascendancy at 16:35 Killed by ghoulking at level 47 on the 26th Wealth 123rd year of Ascendancy at 07:38 Killed by orc pyromancer at level 49 on the 8th Dearth 123rd year of Ascendancy at 19:26 Killed by Isubretha the giant blue ant at level 50 on the 19th Shortage 123rd year of Ascendancy at 07:40 Killed by Khulmanar, General of Urh'Rok at level 50 on the 21st Shortage 123rd year of Ascendancy at 12:33 |
Primary Stats
| Strength | 46 (base 21) |
| Dexterity | 66 (base 54) |
| Constitution | 42 (base 36) |
| Magic | 95 (base 60) |
| Willpower | 29 (base 13) |
| Cunning | 90 (base 63) |
Resources
| Life | 1504/1504 |
| Mana | 344/369 |
| Equilibrium | 20 |
| Insanity | 14/100 |
| Healing Factor | 1.2339880031269 |
| Regeneration | 6.4784370164162 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 47.715056002026 |
| See Invisible | 57.715056002026 |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 70 |
| Crit Chance | 65% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 78% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Blight | +25% |
| Arcane | +34% |
| Cold | +23% |
| All | +7% |
| Lightning | +13% |
| Light | +22% |
| Physical | +60% |
| Darkness | +119% |
| Fire | +13% |
| Mind | +28% |
Offense: Damage Penetration
| Darkness | +35% |
| Acid | +10% |
| Light | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (77.946778433524%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 54 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 66%( 70%) |
| Blight | + 59%( 70%) |
| Arcane | + 64%( 70%) |
| Cold | + 67%( 70%) |
| All | + 57%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 60%( 70%) |
| Physical | + 70%( 70%) |
| Fire | + 67%( 70%) |
| Lightning | + 67%( 70%) |
Defense: Immunities
| Silence Resistance | 31% |
| Disarm Resistance | 28% |
| Knockback Resistance | 32% |
| Confusion Resistance | 100% |
| Stun Resistance | 100% |
| Pinning Resistance | 35% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 235 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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. |
| 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 817% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Premonition |
| talent | Chaos Orbs |
| talent | Chant of Fortress |
| beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by patchwork troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by Yvaseba the oozing horror. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Beluwyn the fiery orc wyrmic. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2615. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. 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. You have aided Agrimley the hermit in creating an elixir of serendipity. 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 too late. The place has been drained of its power and the sorcerers have left. 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within11 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 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 (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +31% Confus- +32% Stun/Frz- +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 505.99 darkness damage (based on Mindpower and charge). Uses 7 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Balegrim the Dazzleswift (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+5 eff.) Dmg.mod +20% physical +34% darkness +6% arcane Res.pen +20% light Melee Ret 4 arcane ----- def ----- Defense +3 (+1 eff.) Resists +19% physical +62% darkness +5% arcane ---------- misc Max.hate +15.00 Light +3 A pointy cloth hat, very wizardly... |
| Tool | overpowered stralite torque of psionic shield [power 193] (22 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 193 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Airpyre0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% lightning +12% physical Res.pen +10% acid Melee Ret 2 acid ----- def ----- Resists +9% acid +12% physical +18% lightning Phys.save +10 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+2 eff.) Max.HP +30.00 Disarm- +28% Pinning- +35% Knockbk- +32% Rings make your fingers look great! |
| On fingers | pixie's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- HP.reg +5.00 Stun/Frz- +32% Rings make your fingers look great! |
| Around waist | Ravenstinger the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Str +4 Mag +5 Wil +4 Cun dps ---------- Res.pen +25% darkness Against +29% Summoned ----- def ----- Resists +6% darkness Crit.chn- 15.00% D.Red.from +21% Summoned A belt that goes around your waist. |
| In main hand | dragonbone starstaff 'Aruwen' (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +29% Mind.crit +2% Crit.mult +20.00% Phys.pwr +15 (+3 eff.) Spell.pwr +24 (+6 eff.) Dmg.mod +6% arcane +30% darkness +21% mind Acc +14 (+3 eff.) ----- def ----- Phys.save +13 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +10 (+2 eff.) ---------- misc Equi/ret +0.16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | dispeller's elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +10% acid +11% physical +6% fire +16% cold ----- def ----- Resists +7% lightning +12% darkness +23% fire +15% all +12% acid +17% physical +6% blight +24% cold +8% light Phys.save +14 (+4 eff.) Spell.save +30 (+9 eff.) Mind.save +16 (+4 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+4 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.2 Pwr.cost 19 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 147.77 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 39 power out of 60/60 The evilness of undeath radiates from this amulet. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] 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: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 95.57 physical damage and 127.83 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 246; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 246 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the duelist (speed 738%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 738% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 687%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 687% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 9; phase 30; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 11; resist 25%; move 47%; dur 5; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 47% faster, and you are invisible (power 11). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Erelukhad the stralite amulet0.1 T4 amulet jewelry [Random Unique] Arcane While equipped: Stats +9 Mag dps ---------- Spell.crit +3% Crit.mult +18.00% Spell.pwr +15 (+4 eff.) Dmg.mod +15% temporal +6% darkness +9% blight +9% fire +6% light +7% physical Res.pen +5% temporal ----- def ----- Resists +6% acid +6% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 24 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (168). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Zubulle the Eclipsegash0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% darkness Melee Ret 4 darkness ----- def ----- Fatigue -6% Resists +6% darkness +21% fire HP.reg +1.00 ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Amulets make your neck look great! |
stabilizing copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +22% Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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. |
Chaledurion the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Fatigue -5% Phys.save +9 (+3 eff.) Die.at -20.00 life ---------- misc Max.enc +21 Rings make your fingers look great! |
Emeluba the Shockkill0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% nature ----- def ----- Armour +12 Resists +6% blight +6% temporal +32% nature +6% lightning Mind.save +15 (+3 eff.) Die.at -80.00 life HP.reg +4.00 Stun/Frz- +20% Rings make your fingers look great! |
Fogcut0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +4 Wil +2 Cun +7 Con dps ---------- Mind.crit +1% Phys.pwr +11 (+2 eff.) Mind.pwr +5 (+1 eff.) Res.pen +15% darkness ----- def ----- Max.HP +76.00 HP.reg +13.00 Heal.mod +14% Silence- +28% ---------- misc Mana/turn +0.22 Hate/m.crit +1.00 Max.psi +10.00 Rings make your fingers look great! |
Galebrace the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +2% Dmg.mod +11% lightning ----- def ----- Resists +25% lightning Mind.save +6 (+1 eff.) ---------- misc Max.hate +6.00 Rings make your fingers look great! |
Lightpassion the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Dmg.mod +3% physical Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 41% ----- def ----- Defense +5 (+2 eff.) Phys.save +6 (+2 eff.) ---------- misc Light +3 Rings make your fingers look great! |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.8 Pwr.cost 4 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 272.23 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Woeward the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% acid +3% darkness Res.pen +5% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Resists +13% acid +6% darkness +18% fire +22% cold +19% lightning Blind- +22% Silence- +39% ---------- misc Mana/turn +0.26 Infravis +5 See.Stealth +17 See.Invis +16 Rings make your fingers look great! |
Yvyrimira0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +17% darkness ----- def ----- Armour +4 Resists +15% fire +34% darkness +15% temporal Mind.save +6 (+1 eff.) Max.HP +100.00 Rings make your fingers look great! |
marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
wizard's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Erurig the steel battleaxe (19-28 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 19.0 - 28.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Phasing +30% Melee+ +16 light Against +21% Undead While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Mind.crit +5% ----- def ----- Armour +6 Defense +15 (+5 eff.) Resists +5% physical ---------- misc Max.hate +10.00 Massive two-handed battleaxes. |
elemental steel battleaxe of massacre (30-45 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 30.5 - 45.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 111 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +17% cold Res.pen +16% cold Massive two-handed battleaxes. |
Mayovena (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.0 - 13.0 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 111 cold damage (1/turn) While equipped: dps ---------- Spell.crit +6% Dmg.mod +30% blight +10% cold Res.pen +10% cold ----- def ----- Resists +9% darkness Spell.save +9 (+3 eff.) Cut- +20% Sharp, short and deadly. |
Brenemnir the steel mace (14-19 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Dmg.mod +15% arcane +27% physical ----- def ----- Resists +5% physical ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Blunt and deadly. |
absorbing vined mindstar of venom (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 8 acid Dmg.mod +6% acid Res.pen +10% acid ----- def ----- Resists +13% lightning +8% fire +8% acid +8% cold HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% 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 (+12 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 130 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." |
Hanyneg the dragonbone starstaff (30-36 power, 6 apr, physical element)5.0 T5 staff 1H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +9% Phys.pwr +15 (+3 eff.) Spell.pwr +25 (+7 eff.) Dmg.mod +30% physical Acc +10 (+2 eff.) Melee Ret 10 acid ----- def ----- Defense +10 (+4 eff.) Resists +9% blight +6% temporal Crit.chn- 15.80% Heal.mod +21% Disease- +21% Silence- +20% Teleport- +21% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
magewarrior's short dragonbone bonestaff of wizardry (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +4 Wil dps ---------- Phys.crit +6.0% Spell.crit +8% Phys.pwr +15 (+3 eff.) Spell.pwr +27 (+7 eff.) Dmg.mod +30% darkness Acc +10 (+2 eff.) ---------- misc Max.mana +55.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental iron waraxe of enduring (11-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego++] Arcane/Nature Power 11.5 - 16.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 111 fire damage (1/turn) While equipped: Stats +6 Con +6 Wil dps ---------- Dmg.mod +9% fire Res.pen +6% fire ----- def ----- Max.HP +19.00 One-handed war axes. |
Starwrecker the elven-silk cloak (3 def, 12 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Dex +2 Mag +6 Con dps ---------- Dmg.mod +6% light Res.pen +20% light Acc +35 (+9 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue -10% Resists +30% cold Phys.save +15 (+5 eff.) Max.HP +170.00 ---------- misc Max.stam +37.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of sorcery (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +7% ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.9 Pwr.cost 10 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 65% (based on Cunning). Uses 33 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Ravenfury (4 def, 1 armour) =DARKPEN=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% darkness +9% cold Res.pen +20% darkness Melee Ret 10 nature On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +1 Defense +4 (+2 eff.) A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 11 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 13 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 22.54 mind and 38.33 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 19% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 19. Terrified: Deals 5.15 mind and 8.76 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 8.83 mind and 15.01 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Turion the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex dps ---------- Spell.crit +6% Spell.pwr +11 (+3 eff.) Melee+ 14 light Dmg.mod +11% light +12% acid Res.pen +5% acid Acc +17 (+4 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Armour +3 Resists +15% light +9% mind ---------- misc Mana/turn +0.20 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +5 Crit +15.0% Atk.spd 100% Melee+ +10 arcane On Hit: 10% Elemental Bolt 5 On Hit: 20% Searing Light 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Phys.crit +13.0% Spell.crit +13% Mind.crit +13% Crit.mult +7.00% Melee+ 7 acid 6 fire 6 cold 6 lightning ----- def ----- Armour +3 Unarmed combat: Power 35.5 - 39.1 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +12.0% Atk.spd 100% Melee+ +12 ice +16 fire +17 acid +16 lightning On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun +4 Con ----- def ----- Armour +3 Phys.save +30 (+9 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+1 eff.) Disarm- +31% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +12.0% Atk.spd 100% Melee+ +13 physical On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 5 Juggernaut: (Instant) Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eclipsemistress the linen wizard hat (1 def, 0 armour) =OG=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +6% mind +6% darkness +11% nature Res.pen +20% darkness +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +16% nature A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour) =STNFRZ=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Yvewen the rough leather cap (0 def, 1 armour) =BREATHr=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +3% temporal Res.pen +25% blight ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +7% cold ---------- misc Breathe water A cap made of leather. |
linen wizard hat 'Isledhetha' (1 def, 0 armour) =LRES=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +11% lightning +6% physical +9% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Crit.chn- 15.00% Phys.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+6 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 41, based on Cunning and Magic) for 10 turns. Uses 33 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+6 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
2 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. |
768 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. |
4 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
iron pickaxe 'Xanevea' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee Ret 2 mind ----- def ----- Fatigue -5% Resists +6% blight +5% arcane Spell.save +3 (+1 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Fulabar2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Con dps ---------- Crit.mult +20.00% Phys.pwr +5 (+1 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +8 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. |
Hathivon2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +4 Resists +5% arcane Crit.chn- 15.00% Spell.save +6 (+2 eff.) Max.HP +40.00 Poison- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Winterspitter the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +20% cold ----- def ----- Resists +3% cold Max.HP +40.00 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Max.psi +10.00 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. |
alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 210.19 light damage. At talent level 3 you gain 32% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
59 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. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
4 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 (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 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. |
Islyda [power 27] (17 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +1 Mag +6 Con ---------- misc Stam/turn +3.00 See.Invis +3 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 17 cooldown 100% to heal for 39. Torques are made by powerful psionics to store psionic powers. |
Velille the iron torque of clear mind [power 1] (17 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Con ----- def ----- Resists +3% darkness Spell.save +3 (+1 eff.) Die.at -60.00 life Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 17 cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
4 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. |
Ebonybreeze [power 560] (10 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% lightning +12% acid Res.pen +32% darkness On Hit (Melee): * 25% chance to reduce damage dealt by 24% ----- def ----- Resists +19% temporal +6% arcane +21% nature Spell.save +21 (+7 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 126 lightning damage and will be dazed for 1 turn (632 total damage) Puts all charms on 10 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Phoenixcrack' [power 190] (10 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +9 Str +8 Wil +3 Con dps ---------- Dmg.mod +21% fire ----- def ----- Resists +9% fire Fire a magical bolt dealing 233 cold damage Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 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. |
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. |
5 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. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 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. |
6 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. |
4 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. |
6 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. |
7 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. |
6 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. |
3 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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By TentacleMoon the Drem Writhing One level 36
24th Steel 123rd year of Ascendancy at 23:57 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By TentacleMoon the Drem Writhing One level 35
17th Steel 123rd year of Ascendancy at 06:20 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By TentacleMoon the Drem Writhing One level 41
42nd Steel 123rd year of Ascendancy at 22:41 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By TentacleMoon the Drem Writhing One level 46
14th Wealth 123rd year of Ascendancy at 07:52 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By TentacleMoon the Drem Writhing One level 39
38th Steel 123rd year of Ascendancy at 04:50 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By TentacleMoon the Drem Writhing One level 16
36th Profit 122nd year of Ascendancy at 20:56 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By TentacleMoon the Drem Writhing One level 38
33rd Steel 123rd year of Ascendancy at 23:13 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By TentacleMoon the Drem Writhing One level 33
12nd Steel 123rd year of Ascendancy at 02:01 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By TentacleMoon the Drem Writhing One level 30
24th Iron 123rd year of Ascendancy at 23:54 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By TentacleMoon the Drem Writhing One level 23
19th Dearth 122nd year of Ascendancy at 08:45 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By TentacleMoon the Drem Writhing One level 30
26th Iron 123rd year of Ascendancy at 03:26 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By TentacleMoon the Drem Writhing One level 29
9th Iron 123rd year of Ascendancy at 13:46 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By TentacleMoon the Drem Writhing One level 50
16th Shortage 123rd year of Ascendancy at 22:39 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By TentacleMoon the Drem Writhing One level 27
22nd Shortage 122nd year of Ascendancy at 20:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By TentacleMoon the Drem Writhing One level 10
29th Voratun 122nd year of Ascendancy at 06:49 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By TentacleMoon the Drem Writhing One level 20
2nd Dearth 122nd year of Ascendancy at 00:02 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By TentacleMoon the Drem Writhing One level 30
23rd Iron 123rd year of Ascendancy at 23:58 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By TentacleMoon the Drem Writhing One level 40
39th Steel 123rd year of Ascendancy at 11:51 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By TentacleMoon the Drem Writhing One level 50
10th Dearth 123rd year of Ascendancy at 15:31 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By TentacleMoon the Drem Writhing One level 50
3rd Loss 123rd year of Ascendancy at 13:55 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By TentacleMoon the Drem Writhing One level 24
33rd Dearth 122nd year of Ascendancy at 00:11 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By TentacleMoon the Drem Writhing One level 29
10th Iron 123rd year of Ascendancy at 00:07 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By TentacleMoon the Drem Writhing One level 23
20th Dearth 122nd year of Ascendancy at 03:53 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By TentacleMoon the Drem Writhing One level 38
34th Steel 123rd year of Ascendancy at 05:28 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By TentacleMoon the Drem Writhing One level 50
21st Shortage 123rd year of Ascendancy at 19:09 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By TentacleMoon the Drem Writhing One level 49
8th Dearth 123rd year of Ascendancy at 18:53 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By TentacleMoon the Drem Writhing One level 9
25th Voratun 122nd year of Ascendancy at 10:08 see stats
The High Lady's destiny (Insane (Adventure) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By TentacleMoon the Drem Writhing One level 50
21st Shortage 123rd year of Ascendancy at 19:12 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By TentacleMoon the Drem Writhing One level 47
28th Wealth 123rd year of Ascendancy at 01:57 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By TentacleMoon the Drem Writhing One level 12
2nd Profit 122nd year of Ascendancy at 08:54 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By TentacleMoon the Drem Writhing One level 43
3rd Stralite 123rd year of Ascendancy at 19:24 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By TentacleMoon the Drem Writhing One level 24
22nd Dearth 122nd year of Ascendancy at 22:56 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By TentacleMoon the Drem Writhing One level 16
18th Profit 122nd year of Ascendancy at 05:13 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By TentacleMoon the Drem Writhing One level 34
15th Steel 123rd year of Ascendancy at 12:44 see stats
Log
Resting starts...
Worm that walks (servant of TentacleMoon) is no longer out of phase.
Worm that walks (servant of TentacleMoon) slows down.
Talent Tendrils Eruption is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
TentacleMoon picks up (z.): Mayovena (10-13 power, 5 apr).
You pickup 0.90 gold pieces.
TentacleMoon picks up (y.): Erurig the steel battleaxe (19-28 power, 2 apr).
You pickup 0.70 gold pieces.
You pickup 0.55 gold pieces.
You pickup 2.60 gold pieces.
You pickup 1.60 gold pieces.
You pickup 0.40 gold pieces.
TentacleMoon picks up (B.): Brenemnir the steel mace (14-19 power, 3 apr).
You pickup 0.55 gold pieces.
TentacleMoon picks up (Y.): Nature's Blessing (8 def, 6 armour).
Lore found: Nature's Blessing
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: dialog is displayed).
















































































































































