










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! 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:
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 Nekarcos's Quality of Life 03: Summoning Timer (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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:
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 50 / 1252% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 28 (base 9) |
| Dexterity | 91 (base 58) |
| Constitution | 81 (base 60) |
| Magic | 125 (base 65) |
| Willpower | 42 (base 34) |
| Cunning | 36 (base 8) |
Resources
| Life | 1453/1453 |
| Paradox | 84 |
| Healing Factor | 1.4252415653741 |
| Regeneration | 6.0572766528399 |
Speed
| Mental | -9.9920072216264E-13% |
| Attack | -9.9920072216264E-13% |
| Movement | +24.536172043961% |
| Spell | -9.9920072216264E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 11 |
| See Stealth | 47.970331548049 |
| See Invisible | 53.970331548049 |
Offense: Mainhand
| Damage | 267 |
| Accuracy | 72 |
| Crit Chance | 55% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +60% |
| Fire | +28% |
| Physical | +100% |
| Cold | +40% |
| All | +7% |
Offense: Damage Penetration
| Physical | +71% |
| All | +25% |
| Temporal | +63% |
Defense: Base
| Armour (hardiness) | 28 (43.594633868923%) |
| Defense | 89 |
| Ranged Defense | 89 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 46 |
| Mental Save | 39 |
Defense: Resistances
| Darkness | + 45%( 70%) |
| Mind | + 45%( 70%) |
| Temporal | + 55%( 70%) |
| Blight | + 38%( 70%) |
| Physical | + 42%( 70%) |
| Cold | + 43%( 70%) |
| All | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 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 Strength stat. |
| 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 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 725 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1047% 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: 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. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | The target is moving is 25% faster. 2 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 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 Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1458. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed storm wyrm claw. * You've found the needed vampire lord fang. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within6 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 to join the slavers and take part in their game. You won the ring of blood! You 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 | pair of hardened leather boots 'Ichorire' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +10 Lck +4 Con dps ---------- Crit.mult +20.00% Dmg.mod +6% physical Apr +3 Melee Ret 6 nature ----- def ----- Armour +3 Resists +6% mind Stealth +11 ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Firehacker' (18/18, 72-100 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 71.5 - 100.1 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +21.0% Capacity 18 Phasing +37% Ranged+ +57 physical +8 blight +30 nature +8 arcane On Hit.r1 +20 fire On Crit.r2 +16 fire On Hit: * 10% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to knock the target back 3 spaces and deal 123 physical damage On Crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | void-walker's brass lantern of corpselight2.0 T1 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+0 eff.) ----- def ----- Resists +5% blight +6% cold +5% darkness +6% temporal Def/telep +11 Res/telep +11% Dur/telep +11% ---------- misc Light +3 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 37 blight damage or heals 52 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
| On head | Quasit's Skull (0 def, 12 armour)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. |
| Tool | Delavor the elven-wood wand of shielding [power 422] (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Crit.mult +20.00% Dmg.mod +12% physical Melee Ret 4 physical On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Phys.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Infravis +3 Create a shield absorbing up to 422 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | pixie's stralite ring of misery0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +10 Cun +6 Mag dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 22 physical Ranged+ 17 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 21 On Hit (Ranged): * 13% chance to reduce all saves and defense by 21 ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| Around waist | hardened leather belt 'Gloratta'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +4 Con +7 Lck dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Acc +15 (+3 eff.) ----- def ----- Spell.save +6 (+2 eff.) Stealth +8 Max.HP +40.00 HP.reg +4.00 Pinning- +20% ---------- misc T.Disarm +11 Infravis +4 A belt that goes around your waist. |
| In main hand | dragonbone longbow 'Chilllore'4.0 T5 longbow 2H weapon [Random Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +8 blight +27 cold +21 fire On Crit.r2 +12 cold While equipped: dps ---------- Dmg.mod +21% physical +33% cold +33% temporal +21% fire Res.pen +11% physical +18% temporal ----- def ----- Resists +9% mind +6% cold ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
| 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+0 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +15% temporal Def/telep +16 Res/telep +11% Dur/telep +17% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Sileriyamira'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str +5 Dex dps ---------- Crit.mult +33.00% Dmg.mod +18% physical Res.pen +15% physical Acc +8 (+2 eff.) Apr +13 ----- def ----- Armour +4 Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 178; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 1042%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1042% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 41%; mental, physical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 61; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 61 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 462; dur 6; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 6 turns. 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! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. This item has been sent to the Item's Vault. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Githa0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Mind.pwr +10 (+5 eff.) Phys.spd +10% Dmg.mod +12% mind +8% physical ----- def ----- Resists +2% physical +9% light +15% nature Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Amulets make your neck look great! |
grounding voratun amulet0.1 T5 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +26% lightning Stun/Frz- +41% Amulets make your neck look great! |
grounding voratun amulet of perfection (0.40 Chronomancy / Spacetime Folding,0.40 Chronomancy / Threaded Combat)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +30% lightning Stun/Frz- +50% ---------- misc Masteries +0.40 Chronomancy/Spacetime Folding +0.40 Chronomancy/Threaded Combat Amulets make your neck look great! |
vitalizing gold amulet of murder0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Con dps ---------- Crit.mult +12.00% Acc +7 (+1 eff.) Apr +14 ----- def ----- Phys.save +7 (+2 eff.) Max.HP +48.00 HP.reg +3.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
painweaver's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +10 (+5 eff.) Melee+ 29 physical Ranged+ 29 physical Dmg.mod +6% all On Hit (Melee): * 16% chance to reduce all saves and defense by 21 On Hit (Ranged): * 15% chance to reduce all saves and defense by 21 ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
stralite quartz ring0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +64.00 HP.reg +10.00 Heal.mod +14% Stun/Frz- +30% Rings make your fingers look great! |
stralite ring 'Duskhunger'0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +22 (+5 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +14 (+7 eff.) Dmg.mod +14% mind +5% all Acc +25 (+6 eff.) ----- def ----- Armour +4 Fatigue -9% Resists +14% mind +3% darkness ---------- misc Max.enc +28 Rings make your fingers look great! |
voratun quartz ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+4 eff.) 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 opportunity to learn from the mistakes of the past. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
caustic voratun greatsword (62-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Nature Power 61.5 - 98.4 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +63 acid +63 nature While equipped: dps ---------- Res.pen +35% acid +31% nature Apr +13 Massive two-handed swords. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
keeper's dragonbone longbow of piercing4.0 T5 longbow 2H weapon [Ego++] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Dmg.mod +20% physical +29% temporal Res.pen +12% physical +17% temporal +18% all Acc +26 (+6 eff.) Apr +15 ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
keeper's yew longbow of true flight4.0 T3 longbow 2H weapon [Ego++] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Phys.crit +12.0% Dmg.mod +17% physical +17% temporal Res.pen +12% physical +12% temporal Acc +12 (+3 eff.) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
warden's elven-wood longbow of true flight4.0 T4 longbow 2H weapon [Ego++] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +5 Mag dps ---------- Phys.crit +12.0% Dmg.mod +11% temporal +14% physical Res.pen +11% temporal +14% physical Acc +14 (+3 eff.) ---------- misc Reload +3 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
balanced voratun longsword of corruption (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 43.0 - 60.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 While equipped: dps ---------- Acc +14 (+3 eff.) ----- def ----- Defense +15 (+3 eff.) Disarm- +46% Sharp, long, and deadly. |
stormbringer's voratun longsword of persecution (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature/Disrupt Power 42.0 - 58.8 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Against +22% Unnatural On Crit.r2 +25 lightning +40 cold While equipped: Stats +7 Wil dps ---------- Mov.spd +47% Res.pen +18% lightning +20% cold Sharp, long, and deadly. |
plaguebringer's voratun mace of phasing (44-62 power, 31 apr)3.0 T5 mace 1H weapon [Ego+] Arcane Power 44.5 - 62.3 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +31 Crit +3.0% Atk.spd 100% Phasing +18% Melee+ +11 blight On Hit: 20% Epidemic 5 On Hit: * 18% chance to reduce strength, dexterity, and constitution by 31 While equipped: ----- def ----- Disease- +16% Blunt and deadly. |
Cyrona the Morbusbraid (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +12% arcane Res.pen +31% arcane +20% nature ----- def ----- Resists +12% mind Mind.save +30 (+10 eff.) ---------- misc Psi/ret +0.24 Max.psi +111.35 Talents +1 Attune Mindstar 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. |
living mindstar (15-16 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Normal] Nature Power 15.0 - 16.5 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
living mindstar 'Eclipsetrail' (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Power 16.5 - 18.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 25% chance to reduce strength, dexterity, and constitution by 31 * 25% chance to reduce armor by 42% While equipped: Stats +8 Mag +8 Wil dps ---------- Mind.crit +5% Spell.pwr +37 (+9 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +21% darkness ----- def ----- Max.HP +50.00 HP.reg +1.80 ---------- misc Vim/s.crit +2.49 Talents +1 Attune Mindstar 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, fire 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 (+11 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 81/200 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." |
quick orichalcum trident of crippling (54-87 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Master Power 54.5 - 87.2 Physical Uses 170% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Dex dps ---------- Phys.crit +20.0% Phys.spd +10% Acc +26 (+6 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing voratun waraxe of ruin (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 41.0 - 57.4 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 114 damage While equipped: dps ---------- Phys.crit +14.0% Crit.mult +35.00% Apr +14 One-handed war axes. |
voratun waraxe of enduring (38-53 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature Power 38.0 - 53.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +12 Con +15 Wil ----- def ----- Max.HP +95.00 One-handed war axes. |
rough leather belt 'Tyrehek'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% temporal ----- def ----- Fatigue -4% Resists +9% temporal ---------- misc Max.enc +20 Infravis +1 A belt that goes around your waist. |
rough leather belt 'Umbraoath'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% physical +3% light +3% darkness Res.pen +15% darkness +15% light ----- def ----- HP.reg +1.10 Heal.mod +12% ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +20% blight +15% all Max.HP +75.00 HP.reg +6.00 Heal.mod +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hyhir (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Con +1 Mag ----- def ----- Armour +7 Resists +12% nature Crit.chn- 10.00% Mind.save +6 (+2 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
insulating pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Resists +13% fire +14% cold ---------- misc Stam/turn +1.20 Max.stam +31.00 A pair of boots made of leather. |
insulating pair of voratun boots of rushing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +4 Con ----- def ----- Armour +5 Fatigue +4% Resists +15% fire +15% cold Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Cobrasweep' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +6 Mag +2 Wil +5 Cun ----- def ----- Armour +1 Resists +3% nature Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +3 A pair of boots made of leather. |
traveler's pair of voratun boots of spellbinding (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +6 Mag ----- def ----- Armour +5 Fatigue -6% Phys.save +13 (+4 eff.) ---------- misc Max.enc +43 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. |
wanderer's pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +6 Cun +5 Con dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Phys.save +23 (+7 eff.) Mind.save +20 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
bladed drakeskin leather cap of constitution (+11) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +11 Str +9 Con ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 169.5 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
champion's voratun helm of fortune (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +5 Wil +15 Lck dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +8% ----- def ----- Armour +5 Fatigue +5% Mind.save +15 (+5 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shockgrit the voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +37% temporal Res.pen +31% lightning Melee Ret 8 lightning 6 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +12% lightning +9% physical +9% darkness +19% temporal Phys.save +25 (+8 eff.) A suit of armour made of mail. |
fearforged voratun mail armour of implacability (5 def, 20 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Arcane/Master While equipped: Stats +10 Con ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +17% Resists +15% fire -18% light +14% darkness Phys.save +22 (+7 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) A suit of armour made of mail. |
fortifying voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Master While equipped: Stats +6 Str +7 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +180.00 HP.reg +8.00 Heal.mod +20% A suit of armour made of mail. |
Zanebers the Lightningguile (37 def, 37 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Master While equipped: Stats +6 Con dps ---------- Res.pen +25% lightning ----- def ----- Armour +37 Defense +37 (+8 eff.) Fatigue +13% Resists +24% fire +19% mind +18% cold Phys.save +13 (+4 eff.) ---------- misc Light +4 A suit of armour made of metal plates. |
impenetrable voratun plate armour of cold resistance (0 def, 36 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego] Master While equipped: ----- def ----- Armour +36 Fatigue +22% Resists +28% cold A suit of armour made of metal plates. |
Deepsoath (16/18, 60-85 power, 14 apr)3.0 T4 arrow ammo [Random Unique] Nature/Master Power 60.5 - 84.7 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +39.5% Capacity 18 Ranged+ +12 blight +8 temporal +12 darkness +16 light On Hit: * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of wind (25/25, 71-99 power, 18 apr)3.0 T5 arrow ammo [Ego+] Nature/Master Power 71.0 - 99.4 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +18.0% Capacity 25 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 217 physical damage On Crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows (23/23, 57-80 power, 14 apr)3.0 T4 arrow ammo [Ego+] Master Power 57.0 - 79.8 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 23 On Crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of dragonbone arrows of annihilation (19/19, 66-92 power, 35 apr)3.0 T5 arrow ammo [Ego++] Master/Psionic Power 66.0 - 92.4 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +35 Crit +21.0% Capacity 19 Proj.spd +200% Ranged+ +60 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of dragonbone arrows of crippling (21/21, 53-74 power, 18 apr)3.0 T5 arrow ammo [Ego++] Master/Psionic Power 53.0 - 74.2 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +18.0% Capacity 21 Ranged+ +56 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows (20/20, 52-72 power, 18 apr)3.0 T5 arrow ammo [Normal] Power 51.5 - 72.1 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
self-loading quiver of dragonbone arrows of erosion (24/24, 54-76 power, 18 apr)3.0 T5 arrow ammo [Ego] Arcane/Nature Power 54.5 - 76.3 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 24 Ranged+ +30 nature Arrows are used with bows to pierce your foes to death. |
3 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. |
9 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. |
10 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 125.50 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
dwarven-steel pickaxe 'Sparkidol' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +6 Mag dps ---------- Dmg.mod +9% arcane +9% blight Res.pen +25% lightning +16% physical +20% arcane ----- def ----- Resists +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
7 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. |
3 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 47.92 cold damage and 68.45 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +2 Con +4 Wil dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
63 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. |
6 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. |
4 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. |
2 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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 749.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
arcing pouch of voratun shots of annihilation (19/19, 63-76 power, 18 apr)3.0 T5 shot ammo [Ego+] Arcane/Master Power 63.0 - 75.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +18 Crit +16.0% Capacity 19 Proj.spd +200% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 114 damage Shots are used with slings to pummel your foes to death. |
Nerida the stralite torque of gale force [power 300] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% arcane +25% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Resists +5% arcane Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 600 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of psionic shield [power 259] (37 cooldown)2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 259 for 5 turns Puts all charms on 37 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Hellward' [power 170] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% lightning +25% fire Melee Ret 8 fire ----- def ----- Resists +18% acid Blast the opponent's mind dealing 182 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Dawnwrest [power 90] (20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% light +15% physical Apr +6 ----- def ----- Armour +14 Defense +15 (+3 eff.) Resists +18% fire +12% mind +6% physical Def/telep +15 Res/telep +15% Dur/telep +15% Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Salasena the dragonbone totem of stinging [power 506] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- S.pwr/crit +11 Res.pen +15% physical Melee Ret 4 physical ----- def ----- Phys.save +3 (+1 eff.) Spell.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Sting an enemy dealing 541 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Strikedream the ash totem of healing [power 212] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +10% lightning +20% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% lightning +12% cold Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Galiduhell the Voidpython [power 212] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% darkness +25% blight Melee Ret 4 blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful dragonbone wand of shielding [power 470] (20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 470 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 25% for 2 turns. 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 30 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. |
10 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. |
9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
2 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. |
2 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. |
5 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. |
4 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 View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By It about time the Cornac Temporal Warden level 32
60th Dusk 123rd year of Ascendancy at 08:23 see stats
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By It about time the Cornac Temporal Warden level 32
74th Dusk 123rd year of Ascendancy at 22:19 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By It about time the Cornac Temporal Warden level 41
79th Dusk 125th year of Ascendancy at 07:34 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By It about time the Cornac Temporal Warden level 31
46th Dusk 123rd year of Ascendancy at 02:05 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By It about time the Cornac Temporal Warden level 35
14th Haze 123rd year of Ascendancy at 19:40 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By It about time the Cornac Temporal Warden level 42
10th Haze 125th year of Ascendancy at 14:46 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By It about time the Cornac Temporal Warden level 34
12nd Haze 123rd year of Ascendancy at 02:29 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By It about time the Cornac Temporal Warden level 33
1st Time of Equilibrium 123rd year of Ascendancy at 00:03 see stats
Clone War (Nightmare (Roguelike) difficulty)
Destroyed your own Shade.By It about time the Cornac Temporal Warden level 42
18th Haze 125th year of Ascendancy at 20:39 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By It about time the Cornac Temporal Warden level 14
25th Haze 122nd year of Ascendancy at 16:28 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By It about time the Cornac Temporal Warden level 43
39th Haze 125th year of Ascendancy at 04:43 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By It about time the Cornac Temporal Warden level 33
1st Time of Equilibrium 123rd year of Ascendancy at 22:02 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By It about time the Cornac Temporal Warden level 49
29th Pyre 126th year of Ascendancy at 01:54 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By It about time the Cornac Temporal Warden level 50
37th Pyre 126th year of Ascendancy at 07:05 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By It about time the Cornac Temporal Warden level 20
1st Allure 123rd year of Ascendancy at 01:07 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By It about time the Cornac Temporal Warden level 22
7th Regrowth 123rd year of Ascendancy at 21:57 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By It about time the Cornac Temporal Warden level 24
30th Pyre 123rd year of Ascendancy at 05:03 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By It about time the Cornac Temporal Warden level 50
30th Pyre 126th year of Ascendancy at 15:35 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By It about time the Cornac Temporal Warden level 30
45th Dusk 123rd year of Ascendancy at 06:49 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By It about time the Cornac Temporal Warden level 25
61st Pyre 123rd year of Ascendancy at 00:11 see stats
Impossible Death (Nightmare (Roguelike) difficulty)
Got killed by your future self.By It about time the Cornac Temporal Warden level 20
1st Allure 123rd year of Ascendancy at 15:13 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By It about time the Cornac Temporal Warden level 32
48th Dusk 123rd year of Ascendancy at 16:57 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By It about time the Cornac Temporal Warden level 10
70th Dusk 122nd year of Ascendancy at 08:04 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By It about time the Cornac Temporal Warden level 20
79th Haze 122nd year of Ascendancy at 15:13 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By It about time the Cornac Temporal Warden level 30
43rd Dusk 123rd year of Ascendancy at 09:53 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By It about time the Cornac Temporal Warden level 40
20th Dusk 125th year of Ascendancy at 08:53 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By It about time the Cornac Temporal Warden level 50
29th Pyre 126th year of Ascendancy at 13:44 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By It about time the Cornac Temporal Warden level 49
29th Pyre 126th year of Ascendancy at 13:11 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By It about time the Cornac Temporal Warden level 21
3rd Allure 123rd year of Ascendancy at 14:44 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By It about time the Cornac Temporal Warden level 48
78th Regrowth 126th year of Ascendancy at 23:10 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By It about time the Cornac Temporal Warden level 42
18th Haze 125th year of Ascendancy at 18:53 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By It about time the Cornac Temporal Warden level 30
44th Dusk 123rd year of Ascendancy at 14:04 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By It about time the Cornac Temporal Warden level 34
1st Time of Equilibrium 123rd year of Ascendancy at 23:19 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By It about time the Cornac Temporal Warden level 50
37th Pyre 126th year of Ascendancy at 07:04 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By It about time the Cornac Temporal Warden level 9
4th Mirth 122nd year of Ascendancy at 12:04 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By It about time the Cornac Temporal Warden level 41
79th Dusk 125th year of Ascendancy at 07:34 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By It about time the Cornac Temporal Warden level 50
37th Pyre 126th year of Ascendancy at 07:05 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By It about time the Cornac Temporal Warden level 48
78th Regrowth 126th year of Ascendancy at 13:18 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By It about time the Cornac Temporal Warden level 15
54th Haze 122nd year of Ascendancy at 09:29 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By It about time the Cornac Temporal Warden level 36
42nd Regrowth 124th year of Ascendancy at 21:44 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By It about time the Cornac Temporal Warden level 22
48th Regrowth 123rd year of Ascendancy at 03:35 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By It about time the Cornac Temporal Warden level 29
41st Dusk 123rd year of Ascendancy at 02:10 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By It about time the Cornac Temporal Warden level 20
1st Allure 123rd year of Ascendancy at 23:29 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By It about time the Cornac Temporal Warden level 30
45th Dusk 123rd year of Ascendancy at 22:49 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By It about time the Cornac Temporal Warden level 5
76th Pyre 122nd year of Ascendancy at 10:18 see stats
Log
It about time picks up (2.): fortifying voratun mail armour of Eyal (5 def, 10 armour).
Talent Precognition is ready to use.
It about time casts Precognition.
Ran for 6 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is no portal to activate here.
It about time retunes the fabric of spacetime.
Talent Relentless Pursuit is ready to use.
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Talent Precognition is ready to use.
It about time casts Precognition.
Ran for 3 turns (stop reason: interesting terrain).
It about time retunes the fabric of spacetime.
Saving game...
Saving done.





























































































































































