









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists: One new talent tree : Shrapnel In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists, 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: 0.9.10: 0.7.1 0.7.0 - Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power : Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Store Restocker 1.5.5adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Sholtar |
| Class | Harbinger |
| Level / Exp | 50 / 3403% |
| Size | medium |
| Lifes / Deaths | Killed by Xewe the degenerated skeleton warrior at level 8 on the 78th Pyre 122nd year of Ascendancy at 03:14 0 / 7Killed by Gigada the assassin at level 10 on the 41st Dusk 122nd year of Ascendancy at 10:22 Killed by undead squire at level 11 on the 56th Dusk 122nd year of Ascendancy at 03:41 Killed by Urkis, the High Tempest at level 20 on the 9th Haze 122nd year of Ascendancy at 02:55 Killed by Urkis, the High Tempest at level 20 on the 9th Haze 122nd year of Ascendancy at 03:41 Killed by Atamathon the Giant Golem at level 44 on the 75th Dusk 123rd year of Ascendancy at 11:21 Killed by Atamathon the Giant Golem at level 44 on the 75th Dusk 123rd year of Ascendancy at 12:28 |
| Antimagic | Follower |
Primary Stats
| Strength | 75 (base 46) |
| Dexterity | 40 (base 10) |
| Constitution | 106 (base 60) |
| Magic | 51 (base 10) |
| Willpower | 137 (base 65) |
| Cunning | 99 (base 63) |
Resources
| Life | 1555/1555 |
| Psi | 217/217 |
| Stamina | 564/564 |
| Equilibrium | 15 |
| Healing Factor | 2.5 |
| Regeneration | 92.322933030764 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.44614646391% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 20 |
| Infravision | 10 |
| See Stealth | 44.698633710524 |
| See Invisible | 57.698633710524 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 250 |
| Accuracy | 60 |
| Crit Chance | 52% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18.666666666667 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 98 |
| Crit Chance | 71% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +47% |
| Cold | +67% |
| All | +7% |
| Lightning | +84% |
| Light | +13% |
| Darkness | +17% |
| Arcane | +67% |
| Fire | +93% |
| Nature | +32% |
Offense: Damage Penetration
| Lightning | +50% |
| Fire | +40% |
| Darkness | +10% |
| Arcane | +30% |
| Cold | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 59.08934837382 (91.030927835052%) |
| Defense | 65 |
| Ranged Defense | 67 |
| Fatigue | 6 |
| Physical Save | 72 |
| Spell Save | 81 |
| Mental Save | 78 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 53%( 70%) |
| Cold | + 74%( 74%) |
| All | + 22%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 69%( 70%) |
| Lightning | + 52%( 74%) |
| Physical | + 59%( 74%) |
| Fire | + 74%( 74%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 65% |
| Poison Resistance | 70% |
| Blind Resistance | 86% |
| Disarm Resistance | 65% |
| Bleed Resistance | 43% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 784 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 354 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 412 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Blaze | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Tremor | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Cyclone | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Sholtar | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Rain | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Kinetic Aura |
| talent | Beyond the Flesh |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 1982. | 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. You have been shown a secret entrance to his stronghold. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 staff 1H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+4 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 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." |
| Light source | Flashlight1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +5.0% Mind.crit +11% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +6% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +15 (+4 eff.) Resists +9% temporal +9% cold +3% light +5% arcane Phys.save +19 (+5 eff.) Spell.save +19 (+3 eff.) Mind.save +28 (+6 eff.) ---------- misc Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+1 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
| On feet | Ashspawn the pair of voratun boots (7 def, 5 armour)3.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +1 Wil dps ---------- Res.pen +10% fire ----- def ----- Armour +5 Defense +7 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue -4% Crit.dmg- 15.00% Phys.save +11 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save +13 (+3 eff.) HP.reg +3.80 Heal.mod +28% ---------- misc Telepathy Humanoid/Orc Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Lifesaver0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Resists +14% blight +6% lightning +15% nature +5% arcane Spell.save +9 (+1 eff.) Max.HP +249.00 HP.reg +3.90 Heal.mod +60% Poison- +27% Disease- +30% Disarm- +65% Pinning- +50% Stun/Frz- +15% Knockbk- +49% ---------- misc Max.hate +8.00 Rings can have magical properties. |
| Around neck | Dragonhunter0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +21 (+4 eff.) Res.pen +10% darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +27% fire +30% cold +6% nature +36% temporal Mind.save +12 (+3 eff.) Blind- +26% Confus- +25% Pinning- +50% Knockbk- +50% ---------- misc Infravis +10 Sight +2 See.Invis +13 Telepathy Dragon Amulets can have magical properties. |
| In main hand | thunderous voratun greatmaul of projection (67.5-101.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Nature/Psionic Power 67.5 - 101.3 Physical Uses 112% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 44% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Str +5 Dex +5 Mag +5 Wil +6 Cun +5 Con dps ---------- Res.pen +20% lightning Massive two-handed mauls. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+3 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 330.66 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Around waist | Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| Cloak | Resistor (33 def, 10 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +10 Defense +33 (+9 eff.) Resists +10% acid +10% lightning +23% blight +10% cold +23% nature +10% fire Phys.save +36 (+9 eff.) Spell.save +34 (+6 eff.) Mind.save +25 (+5 eff.) Max.HP +40.00 HP.reg +4.00 Heal.mod +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sandscale (15 def, 20 armour)17.0 T5 massive armor [Unique] Nature While equipped: dps ---------- Dmg.mod +25% nature +25% physical ----- def ----- Armour +20 Hardiness +10% Defense +15 (+4 eff.) Fatigue +10% Resists +25% fire +25% physical Blind- +50% ---------- misc Masteries +0.20 Wild-gift/Sand drake aspect +0.20 Wild-gift/Harmony Burrow: Level 6.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 7 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 47 of target armor and 23% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Tough but flexible scales of a huge sandwurm have been rivetted together to make this massive armour. |
Inventory
healing infusion of the sneak (heal 258)0.1 T1 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 instantly heal yourself for 258 and cleanse 1 wound and 1 poison 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 ability. Press to compare to your current inscriptions |
regeneration infusion (heal 514 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 327 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (526% speed; 7 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 526% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (356% speed; 4 turns)0.1 T2 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 356% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (699% speed; 5 turns)0.1 T2 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 699% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (506% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 506% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (527% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 527% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+21 for 11 turns, die at -867)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -867 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+16 for 9 turns, die at -520)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 9 turns. While Heroism is active, you will only die when reaching -520 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns)0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
copper amulet 'Searweeper'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck +8 Cun dps ---------- Dmg.mod +6% mind Acc +7 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +6% fire Unseen.red 11% ---------- misc Max.psi +10.00 Amulets can have magical properties. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 1.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 396 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
stralite amulet of perfection (0.18 Wild-gift / Mindstar mastery,0.18 Technique / Combat training)0.1 T4 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.18 Wild-gift/Mindstar mastery +0.18 Technique/Combat training Amulets can have magical properties. |
Airkarma the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +9% blight Res.pen +25% lightning On Hit (Melee): * 20% chance to disease ----- def ----- Resists +20% blight +6% lightning Phys.save +20 (+5 eff.) Max.HP +78.00 HP.reg +3.00 Amulets can have magical properties. |
enraging voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +17.00% Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +8% physical Acc +9 (+2 eff.) Apr +16 Amulets can have magical properties. |
vitalizing voratun amulet of mastery (0.40 Wild-gift / Supercell)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +11 (+3 eff.) Max.HP +69.00 HP.reg +2.40 ---------- misc Masteries +0.40 Wild-gift/Supercell Amulets can have magical properties. |
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. |
Cyragakira the Bogsting0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Mag +2 Cun +2 Con dps ---------- Dmg.mod +3% nature Res.pen +10% nature ----- def ----- Resists +6% nature Spell.save +11 (+2 eff.) ---------- misc Max.stam +12.00 Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 61 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
solipsist's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings can have magical properties. |
Emesemira the Nimbuswither0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +6 Resists +6% light Spell.save +3 (+0 eff.) Max.HP +38.00 Poison- +15% Disarm- +31% Confus- +20% Pinning- +35% Knockbk- +33% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
solipsist's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +9 (+2 eff.) ----- def ----- HP.reg +2.80 Stun/Frz- +44% Rings can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
painweaver's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +14 (+3 eff.) Spell.pwr +15 (+2 eff.) Mind.pwr +16 (+3 eff.) Dmg.mod +6% all ----- def ----- Max.HP +96.00 HP.reg +0.90 Heal.mod +19% Rings can have magical properties. |
thunderous stralite battleaxe of projection (48-72 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Nature/Psionic Power 48.0 - 72.0 Physical Uses 112% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 31% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +5 Str +3 Dex +3 Mag +5 Wil +6 Cun +5 Con dps ---------- Res.pen +19% lightning Massive two-handed battleaxes. |
The Gaping Maw (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 112% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +0 Str +0 Wil dps ---------- Dmg.mod +0% nature ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 67% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 Masteries +0.20 Wild-gift/Blizzard 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. |
living mindstar of sand (17-18.7 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 17.0 - 18.7 Nature Uses 90% Wil, 30% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +11% physical Res.pen +17% physical Melee Ret 12 physical ----- def ----- Resists +15% physical Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 eff.) Burrow: Puts all charms on 30 cooldown Level 1.2 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 28 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
nature's living mindstar of sand (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 16.5 - 18.2 Mind Uses 90% Wil, 30% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +4% nature +12% physical Res.pen +13% physical Melee Ret 17 physical ----- def ----- Resists +4% blight +10% physical Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 eff.) Disease- +13% Burrow: Puts all charms on 30 cooldown Level 1.2 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 28 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
parasitic living mindstar (18-19.8 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 18.0 - 19.8 Nature Uses 90% Wil, 30% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- HP.leech%% +16% HP.leech +18% ---------- misc Hate/m.crit +4.00 Max.hate +13.00 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. |
parasitic living mindstar of storms (17.5-19.25 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. This natural lightning should be returned to the wyrm. Power 17.5 - 19.3 Nature Uses 90% Wil, 30% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +3 Mag +3 Wil +2 Cun +2 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +16% lightning Res.pen +17% lightning Melee Ret 16 lightning ----- def ----- Resists +9% lightning HP.leech%% +19% HP.leech +17% ---------- misc Hate/m.crit +4.00 Max.hate +13.00 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. |
wyrm's living mindstar of storms (15-16.5 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature The natural wyrm seeks an element. This natural lightning should be returned to the wyrm. Power 15.0 - 16.5 Nature Uses 90% Wil, 30% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +3 Mag +2 Wil +3 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +6% lightning Res.pen +10% lightning Melee Ret 18 lightning 6 physical 5 fire 6 acid 6 cold ----- def ----- Resists +20% lightning +6% physical +6% cold +5% fire +6% acid 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. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 82% Wil, 30% Cun Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 82% Wil, 30% Cun Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Smock of Storms (20 def, 0 armour)2.0 T5 cloth armor [Unique] Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +20% Mind.crit +20% Dmg.mod +30% lightning ----- def ----- Defense +20 (+5 eff.) Resists +20% lightning +20% cold +20% physical ---------- misc Masteries +0.20 Wild-gift/Winds +0.20 Wild-gift/Weather This is not a robe, this is a smock. It is unclear if it always had stormy enchantments, or whether those appeared when the mage wearing it found out it was really a smock... |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +0% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+4 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 96.14 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 105.88 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
skylord's drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +10 Dex +4 Wil +10 Cun +8 Lck ----- def ----- Phys.save +18 (+4 eff.) Spell.save +17 (+3 eff.) Mind.save +15 (+3 eff.) Stealth +11 ---------- misc T.Disarm +15 Infravis +4 A belt that goes around your waist. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
scouring hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T3 hands armor [Ego+] Disrupt/Master While equipped: Stats +2 Dex dps ---------- Acc +13 (+3 eff.) On Melee Ret: * 18% chance to reduce effective powers by 20% * 20 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego+] Disrupt/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) On Melee Ret: * 23% chance to reduce effective powers by 20% * 19 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 38% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 30%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
werebeast's hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Str +2 Dex +3 Wil +6 Cun +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists -18% light HP.reg +1.20 A cap made of leather. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+5 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
17 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. |
14 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. |
20 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. |
12 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 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. |
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. |
8 alchemist citrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 When used in a prism: Prism beam range +1 Gems can be sold for money or used in arcane rituals. |
alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern 'Blindbait'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 15% chance to daze at end of turn * 30% chance to inflict 15% damage reduction ---------- misc Light +4 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. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% all Spell.save +7 (+1 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+1 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 3, doing 17.22 cold damage and 15.16 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 30 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 179.75 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
voratun pickaxe of Reknor (dig speed 12 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Resists +8% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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 (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 533.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 166 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Grum the Sholtar Harbinger level 36
42nd Regrowth 123rd year of Ascendancy at 15:36 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grum the Sholtar Harbinger level 49
15th Haze 123rd year of Ascendancy at 23:30 see stats
Against all odds
Killed Ukruk in the ambush.By Grum the Sholtar Harbinger level 36
40th Regrowth 123rd year of Ascendancy at 20:21 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Grum the Sholtar Harbinger level 19
3rd Haze 122nd year of Ascendancy at 23:08 see stats
Arachnophobia
Destroyed the spydric menace.By Grum the Sholtar Harbinger level 50
37th Haze 123rd year of Ascendancy at 03:34 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Grum the Sholtar Harbinger level 46
8th Haze 123rd year of Ascendancy at 15:15 see stats
Brave new world
Went to the Far East and took part in the war.By Grum the Sholtar Harbinger level 40
31st Pyre 123rd year of Ascendancy at 12:33 see stats
Bringer of Doom
Killed a Bringer of Doom.By Grum the Sholtar Harbinger level 30
4th Decay 122nd year of Ascendancy at 21:26 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Grum the Sholtar Harbinger level 37
12nd Pyre 123rd year of Ascendancy at 10:27 see stats
Clone War
Destroyed your own Shade.By Grum the Sholtar Harbinger level 50
69th Haze 123rd year of Ascendancy at 23:46 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Grum the Sholtar Harbinger level 30
76th Haze 122nd year of Ascendancy at 00:25 see stats
Destroyer of the creation
Killed Slasul.By Grum the Sholtar Harbinger level 50
63rd Haze 123rd year of Ascendancy at 16:31 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Grum the Sholtar Harbinger level 39
28th Pyre 123rd year of Ascendancy at 18:07 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Grum the Sholtar Harbinger level 50
7th Regrowth 124th year of Ascendancy at 10:33 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Grum the Sholtar Harbinger level 24
14th Haze 122nd year of Ascendancy at 03:53 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Grum the Sholtar Harbinger level 50
12nd Regrowth 124th year of Ascendancy at 05:34 see stats
Exterminator
Killed 1000 creatures.By Grum the Sholtar Harbinger level 20
8th Haze 122nd year of Ascendancy at 12:21 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grum the Sholtar Harbinger level 30
10th Decay 122nd year of Ascendancy at 16:30 see stats
Fear me not!
Survived the Fearscape!By Grum the Sholtar Harbinger level 30
4th Decay 122nd year of Ascendancy at 16:20 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Grum the Sholtar Harbinger level 50
2nd Decay 123rd year of Ascendancy at 05:53 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Grum the Sholtar Harbinger level 50
63rd Haze 123rd year of Ascendancy at 17:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grum the Sholtar Harbinger level 17
65th Dusk 122nd year of Ascendancy at 08:39 see stats
Level 10
Got a character to level 10.By Grum the Sholtar Harbinger level 10
1st Mirth 122nd year of Ascendancy at 02:17 see stats
Level 20
Got a character to level 20.By Grum the Sholtar Harbinger level 20
8th Haze 122nd year of Ascendancy at 06:51 see stats
Level 30
Got a character to level 30.By Grum the Sholtar Harbinger level 30
67th Haze 122nd year of Ascendancy at 18:29 see stats
Level 40
Got a character to level 40.By Grum the Sholtar Harbinger level 40
28th Pyre 123rd year of Ascendancy at 18:07 see stats
Level 50
Got a character to level 50.By Grum the Sholtar Harbinger level 50
21st Haze 123rd year of Ascendancy at 16:16 see stats
Orcrist
Killed the leaders of the Orc Pride.By Grum the Sholtar Harbinger level 50
80th Haze 123rd year of Ascendancy at 21:07 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Grum the Sholtar Harbinger level 50
21st Haze 123rd year of Ascendancy at 17:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Grum the Sholtar Harbinger level 10
41st Dusk 122nd year of Ascendancy at 13:01 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Grum the Sholtar Harbinger level 25
36th Haze 122nd year of Ascendancy at 13:32 see stats
Size is everything
Did over 1500 damage in one attack.By Grum the Sholtar Harbinger level 50
11st Regrowth 124th year of Ascendancy at 10:20 see stats
Size matters
Did over 600 damage in one attack.By Grum the Sholtar Harbinger level 38
25th Pyre 123rd year of Ascendancy at 14:29 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Grum the Sholtar Harbinger level 40
28th Pyre 123rd year of Ascendancy at 19:28 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Grum the Sholtar Harbinger level 50
12nd Regrowth 124th year of Ascendancy at 05:32 see stats
The Arena
Unlocked Arena mode.By Grum the Sholtar Harbinger level 7
77th Pyre 122nd year of Ascendancy at 12:36 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Grum the Sholtar Harbinger level 49
15th Haze 123rd year of Ascendancy at 23:30 see stats
The Rat Lich
Killed the terrible Rat Lich.By Grum the Sholtar Harbinger level 50
4th Regrowth 124th year of Ascendancy at 06:18 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Grum the Sholtar Harbinger level 17
74th Dusk 122nd year of Ascendancy at 00:52 see stats
The Sun Still Shines
Aeryn survived the last battle.By Grum the Sholtar Harbinger level 50
12nd Regrowth 124th year of Ascendancy at 05:34 see stats
The secret city
Discovered the truth about mages.By Grum the Sholtar Harbinger level 10
53rd Dusk 122nd year of Ascendancy at 22:21 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Grum the Sholtar Harbinger level 42
20th Dusk 123rd year of Ascendancy at 00:01 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Grum the Sholtar Harbinger level 33
31st Regrowth 123rd year of Ascendancy at 03:34 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grum the Sholtar Harbinger level 20
9th Haze 122nd year of Ascendancy at 16:39 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Grum the Sholtar Harbinger level 35
38th Regrowth 123rd year of Ascendancy at 14:00 see stats
Log
Lore found: fourth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: sixth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: fifth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: sixth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: seventh mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: eighth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: ninth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Grum deactivates Wild Growth.
Grum deactivates Beyond the Flesh.
Grum deactivates Kinetic Aura.

































































































