









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: ZOmnibus Addon Pack 1.7.4Combines 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: 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Brawler |
| Level / Exp | 50 / 1147% |
| Size | medium |
| Lifes / Deaths | Killed by Bathir at level 43 on the 22nd Profit 124th year of Ascendancy at 13:20 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 125 (base 60) |
| Dexterity | 95 (base 65) |
| Constitution | 94 (base 37) |
| Magic | 25 (base 16) |
| Willpower | 44 (base 22) |
| Cunning | 99 (base 49) |
Resources
| Life | 2112/2112 |
| Stamina | 282/282 |
| Equilibrium | 30 |
| Healing Factor | 1.3273816173102 |
| Regeneration | 40.836880319029 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +99.999999999993% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 81.90652204756 |
| See Invisible | 76.90652204756 |
Offense: Barehand
| Damage | 196 |
| Accuracy | 83 |
| Crit Chance | 64% |
| APR | 27 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Lightning | +24% |
| Nature | +33% |
| Darkness | +21% |
| Physical | +22% |
| Mind | +24% |
| All | +9% |
Offense: Damage Penetration
| Darkness | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 48 (98.304188961773%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 88 |
| Spell Save | 66 |
| Mental Save | 64 |
Defense: Resistances
| Cold | + 58%( 70%) |
| Lightning | + 70%( 70%) |
| Nature | + 69%( 70%) |
| Temporal | + 50%( 70%) |
| Blight | + 51%( 70%) |
| Acid | + 50%( 70%) |
| Fire | + 53%( 70%) |
| All | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 396 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 312 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 743% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Exploit Weakness |
| talent | Striking Stance |
| talent | Antimagic Shield |
| beneficial effect | Countering melee attacks: Has a 64% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
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 failed to protect the injured seer from death by Betathra the icy orc wyrmic. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by assassin. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by snow giant thunderer. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning by +5. | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1187. | 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. * 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. You have aided Marus of Elvala in creating an elixir of mastery. 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. 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. | active |
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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 failed to protect her when escorting her out of the crypt. | failed |
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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Obsidianpanic (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Power +20 (+4 eff.) Damage +15% physical Ignore resists +10% darkness Ignore Armor +3 defense ------ Armor +4 Fatigue -3% Resistance +6% fire Physical save +7 (+1 eff.) Spell save +9 (+3 eff.) other ------- Encumbrance +26 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | heroic voratun gauntlets of strength (+4) (0 def, 7 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Str offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +7 Fatigue +5% Mind save +5 (+2 eff.) Life +68.00 Unarmed combat: Weapon Damage 42.5 - 59.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Battle Shout level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | defender's drakeskin leather cap of ire (4 def, 12 armour)2.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats +5 Str +4 Con defense ------ Armor +12 Defense +4 (+1 eff.) Fatigue +5% Resistance +7% all Physical save +20 (+4 eff.) Mind save +9 (+3 eff.) Battle Cry: Puts all charms on 21 turn cooldown Effective talent level: 3.5 Power cost 21 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +5 Str +5 Wil +8 Cun +5 Con offense ------ Damage +15% lightning defense ------ Resistance +15% lightning +7% all Physical save +18 (+3 eff.) Mind save +18 (+5 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Physical save +45 (+9 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +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. |
| On fingers | sneakthief's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Cun +8 Dex offense ------ Accuracy +10 (+2 eff.) defense ------ Life +81.00 Life Regen +18.00 Healmod +17% Rings make your fingers look great! |
| Around neck | Obsidianwish0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +7 Str offense ------ Damage +12% darkness Ignore Armor +9 When Hit 4 physical defense ------ Resistance +21% lightning Stun Resist +40% Amulets make your neck look great! |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+3 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. |
| Light source | Eilinyganne the Loamobsidian1.0 Encumbrance T5 lite [Random Unique] Master/Psionic While equipped: offense ------ Damage +9% nature Ignore Shields +20% defense ------ Spell save +18 (+5 eff.) Mind save +11 (+3 eff.) other ------- Max vim +10.00 Light +13 See Stealth +19 See Invisibility +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | restorative elven-silk cloak of Eldoral (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Cun +3 Dex defense ------ Defense +3 (+1 eff.) Resistance +14% nature +12% blight Life Regen +6.00 Healmod +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | drakeskin leather belt 'Brenarab'1.0 Encumbrance T5 belt armor [Random Unique] Nature While equipped: Stats +9 Str +5 Dex +5 Wil +6 Cun +3 Con defense ------ Resistance +10% acid +11% temporal +25% cold +9% fire +28% lightning Physical save +17 (+3 eff.) Spell save +26 (+7 eff.) Mind save +17 (+5 eff.) A belt that goes around your waist. |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
healing infusion of the sneak (heal 260; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 260 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. Press to compare to your current inscriptions |
heroism infusion (die at -446; dur 7; cd 33)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -446 life. The duration and life will increase by 1% for every 1% life you have lost (currently 446 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -408; dur 6; cd 34)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -408 life. The duration and life will increase by 1% for every 1% life you have lost (currently 408 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 603%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 603% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 815%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 815% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 77; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 77 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 71; 17 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 71 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 316; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 483; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 483 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 430; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 430 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 165; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 165 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 443; dur 7; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 443 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 599; dur 6; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 599 damage for 6 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 47; blocks 8; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 8 times. Its effects scale with your Constitution stat. 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 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Neralrarin0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Con defense ------ Armor +4 Defense +5 (+2 eff.) Max Resistance +3% all Physical save +15 (+3 eff.) Life +30.00 Life Regen +3.00 other ------- Light +3 See Invisibility +6 Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 26 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (122). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
vitalizing stralite amulet0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con defense ------ Physical save +9 (+2 eff.) Life +53.00 Life Regen +7.00 Amulets make your neck look great! |
voratun amulet 'Arudunadig'0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Physical Power +20 (+4 eff.) Damage +24% physical Ignore Armor +2 defense ------ Defense +20 (+5 eff.) Resistance +8% physical other ------- Stamina/turn +0.60 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 25/30 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. |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 37 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+1 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.09 cold and 16.89 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 44 power out of 60/60 This azure ring seems to be always moist to the touch. |
steel ring 'Gorahor'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Con defense ------ Spell save +12 (+3 eff.) Life Regen +4.00 Healmod +20% Silence Resist +20% Stun Resist +10% other ------- Max stamina +13.00 Infravision +1 Rings make your fingers look great! |
Beygrim the Flashvortex0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun +12 Str offense ------ Damage +12% light +15% cold defense ------ Armor +10 other ------- Infravision +3 Rings make your fingers look great! |
gladiator's gold ring of the mind (+12%)0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +6 Con offense ------ Physical Power +8 (+1 eff.) Damage +12% mind defense ------ Resistance +12% mind Rings make your fingers look great! |
psionicist's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Wil offense ------ Accuracy +9 (+1 eff.) Ignore Armor +7 defense ------ Defense +7 (+2 eff.) Mind save +14 (+4 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Betath0.1 Encumbrance T4 ring jewelry [Random Unique] Master While equipped: Stats +7 Cun +8 Dex offense ------ Spell Crit +5% Physical Power +17 (+3 eff.) Spellpower +13 (+7 eff.) Mindpower +16 (+6 eff.) Spellpower/crit +10 Damage +6% temporal +6% all Ignore Shields +20% Accuracy +12 (+2 eff.) defense ------ Life Regen +5.00 Stun Resist +44% Rings make your fingers look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-1 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. |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
mule's stralite ring of light (+24%)0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +12% light defense ------ Fatigue -8% Resistance +24% light other ------- Encumbrance +22 Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +8 Str +8 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
warrior's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str defense ------ Armor +12 Life +79.00 Life Regen +15.00 Healmod +12% Rings make your fingers look great! |
gladiator's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +9 (+1 eff.) defense ------ Life +49.00 Life Regen +5.00 Healmod +12% Rings make your fingers look great! |
gladiator's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +8 Str +5 Con offense ------ Physical Power +11 (+2 eff.) Accuracy +14 (+2 eff.) Ignore Armor +12 defense ------ Defense +17 (+5 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savage's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con defense ------ Spell save +15 (+4 eff.) Life +54.00 Life Regen +15.00 Healmod +16% other ------- Max stamina +31.00 Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+22 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +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 145 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." |
Borosk's Hate (60-96 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
quick voratun longsword (42-58 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 41.5 - 58.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +23 (+4 eff.) Sharp, long, and deadly. |
voratun waraxe of ruin (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Physical Crit +12.0% Critical power +28.00% Ignore Armor +11 One-handed war axes. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Str, 35% Dex, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
honing living mindstar (17-19 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +8% physical Ignore resists +9% physical defense ------ Resistance +7% physical other ------- 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. |
warden's dragonbone longbow of dexterity (+9)4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +9 Dex +6 Mag offense ------ Damage +12% temporal +20% physical Ignore resists +12% temporal +30% physical other ------- Reload +8 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
enhanced drakeskin leather sling of dampening4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Nature/Disrupt Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +11 Str +9 Dex +10 Mag +10 Wil +9 Cun +10 Con defense ------ Resistance +16% acid +13% lightning +16% cold +8% fire +8% all Spell save +11 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Shieldsmaiden (5 def, 20 armour, 150 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +20 Defense +5 (+2 eff.) Ranged Defense +12 (+3 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
living voratun shield of winter (0 def, 10 armour, 200 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil offense ------ On shield block: * Deals 159 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +10 Fatigue +8% Resistance +20% blight +15% cold +15% nature Life +103.00 other ------- Talents +1 Block Handheld deflection devices. |
Blindbraze the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +6 Str +7 Mag +4 Wil offense ------ Damage +20% lightning +19% physical +15% darkness +5% cold Ignore resists +5% fire When Hit 10 darkness 6 fire defense ------ Resistance +11% lightning +9% temporal +3% blight +11% cold +15% all Spell save +6 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe of corrosion (+33%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +22% acid +26% physical +23% darkness Ignore resists +14% darkness +19% physical defense ------ Resistance +33% acid +15% all other ------- Max hate +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of power (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +5% Spellpower +17 (+9 eff.) Mindpower +4 (+2 eff.) Damage +14% all defense ------ Resistance +15% all Mind save +25 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide rough leather armour of the deep (3 def, 3 armour)9.0 Encumbrance T1 light armor [Ego++] Nature While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% acid +6% cold Life +30.00 Life Regen +3.90 Healmod +11% other ------- Breathe water A suit of armour made of leather. |
Aduma the Bleakwreck (20 def, 8 armour)9.0 Encumbrance T5 light armor [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Cun +4 Con offense ------ Damage +9% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +22% acid other ------- Light +3 Infravision +2 A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour)9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+4 eff.) defense ------ Armor +10 Defense +10 (+3 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+5 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. |
duelist's drakeskin leather armour of Eyal (24 def, 14 armour)9.0 Encumbrance T5 light armor [Ego++] Nature/Master While equipped: Stats +9 Cun +6 Dex defense ------ Armor +14 Defense +24 (+6 eff.) Fatigue +8% Life +68.00 Life Regen +6.00 Healmod +15% A suit of armour made of leather. |
rejuvenating drakeskin leather armour of the deep (20 def, 12 armour)9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: defense ------ Armor +12 Defense +20 (+5 eff.) Fatigue +8% Resistance +7% acid +12% cold Life Regen +5.00 other ------- Stamina/turn +2.00 Breathe water A suit of armour made of leather. |
troll-hide drakeskin leather armour of Eyal (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Life +91.00 Life Regen +9.90 Healmod +33% A suit of armour made of leather. |
volcanic drakeskin leather armour of Eyal (20 def, 21 armour)9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 8 fire defense ------ Armor +21 Defense +20 (+5 eff.) Fatigue +8% Resistance +21% fire +20% physical Life +36.00 Life Regen +7.00 Healmod +16% A suit of armour made of leather. |
Monolith Armour (40 def, 50 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+13 eff.) defense ------ Armor +50 Defense +40 (+10 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+7 eff.) Spell save +35 (+9 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+4 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+4 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+3 eff.) Mind save +25 (+7 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 3.5 Power cost 11 out of 25/25. Range 2 Cooldown: 8 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 9 Armour, 14 Defense and your attacks will gain 21% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
fortifying voratun plate armour of the dragon (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Nature/Master While equipped: Stats +5 Str +6 Con defense ------ Armor +16 Fatigue +22% Resistance +12% acid +6% physical +10% cold +15% lightning +12% fire Life +88.00 Disarm Resist +28% Stun Resist +34% Knockbk Resist +32% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +6 Lck defense ------ Stealth +6 other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
Darkwaker1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +1 Dex +6 Wil +5 Cun offense ------ Physical Crit +7.0% Against +26% Summoned On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Armor +8 Resist Against +26% Summoned A belt that goes around your waist. |
Duvulach the Frostripper1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Dex +4 Cun +8 Lck offense ------ Mind Crit +1% Damage +12% cold defense ------ Mind save +3 (+1 eff.) Stealth +7 other ------- Disarm Traps +11 Max psi +40.00 Infravision +4 A belt that goes around your waist. |
Elenorab the Floereeve1.0 Encumbrance T5 belt armor [Rare] Psionic While equipped: offense ------ Physical Crit +2.0% Mindpower +8 (+3 eff.) Damage +24% cold defense ------ Armor +4 Defense +30 (+8 eff.) Physical save +11 (+2 eff.) A belt that goes around your waist. |
Layodareth the Shocksnake1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Damage +6% lightning Ignore resists +15% mind defense ------ Armor +11 Defense +11 (+3 eff.) Resistance +12% mind Crit Resistance 15.00% Physical save +23 (+4 eff.) other ------- Light +3 See Invisibility +6 A belt that goes around your waist. |
drakeskin leather belt 'Floebane'1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Physical Power +8 (+1 eff.) Damage +12% cold On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Defense +10 (+3 eff.) Spell save +10 (+3 eff.) Life +100.00 Cut Resist +20% Disarm Resist +20% Confus Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Size +1 A belt that goes around your waist. |
Bolar the Splendourmortal (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +4% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 defense ------ Defense +6 (+2 eff.) Resistance +3% light +9% temporal Unlife -20.00 life Life +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the hunter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex offense ------ Accuracy +26 (+5 eff.) Ignore Armor +6 defense ------ Defense +2 (+1 eff.) Fatigue -6% Life +40.00 other ------- Max stamina +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping elven-silk cloak of fog (25 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Nature/Master While equipped: defense ------ Defense +25 (+7 eff.) Resistance +20% light +13% fire Physical save +14 (+3 eff.) Stealth +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient elven-silk cloak of the guardian (18 def, 6 armour)2.0 Encumbrance T5 cloak armor [Ego+] Nature/Master While equipped: defense ------ Armor +6 Defense +18 (+5 eff.) Physical save +16 (+3 eff.) Spell save +17 (+5 eff.) Mind save +17 (+5 eff.) Life +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: offense ------ Ignore resists +18% darkness +20% temporal defense ------ Armor +5 Resistance +29% darkness +20% temporal Out-of-Phase Defense +23 Out-of-Phase Resistance +16% Out-of-Phase Resilience +25% A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of disengagement (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +9 Dex +2 Cun +11 Lck defense ------ Armor +5 Stealth +15 Disengage: Puts all charms on 11 turn cooldown Effective talent level: 5.9 Power cost 11 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 210% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 24 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
pair of voratun boots of phasing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil defense ------ Armor +5 Fatigue +4% Blink to a nearby random location (rad 11) Puts all charms on 19 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of voratun boots of evasion (16 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: offense ------ Spellpower +10 (+5 eff.) defense ------ Armor +5 Defense +16 (+4 eff.) Fatigue +4% Evasion: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 5.9 Power cost 22 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 60 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Saletira the Greenrend (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +4 Str +3 Mag +2 Wil +3 Con offense ------ Physical Power +9 (+1 eff.) Damage +9% nature Ignore resists +10% nature When Hit 4 cold defense ------ Armor +3 Fatigue +5% Resistance +12% nature other ------- Light +2 Unarmed combat: Weapon Damage 38.5 - 53.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the iron hand (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +3 Str +4 Wil +4 Con defense ------ Armor +8 Fatigue +5% Mind save +12 (+3 eff.) Life +68.00 Disarm Resist +34% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +3 Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Disarm level 5 On Hit: 10% Battle Shout level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+5 eff.) Mindpower +15 (+5 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+1 eff.) Resistance +20% fire Mind save -10 (-2 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 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. |
Nizor the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +9 Str +5 Wil +4 Con offense ------ Physical Power +8 (+1 eff.) Ignore resists +10% mind defense ------ Armor +3 Fatigue +3% Resistance +12% acid +7% physical +3% light +9% cold Physical save +10 (+2 eff.) Teleport Resist +20% A cap made of leather. |
Carrionblack (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +4 Wil +4 Cun +6 Con offense ------ Mindpower +5 (+2 eff.) Damage +6% nature +3% fire Ignore resists +5% lightning +5% fire When Hit 6 lightning On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Armor +5 Fatigue +5% Resistance +13% cold Physical save +15 (+3 eff.) Mind save +14 (+4 eff.) other ------- Breathe water Battle Cry: Puts all charms on 21 turn cooldown Effective talent level: 3.5 Power cost 21 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
bladed drakeskin leather cap of strength (+16) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +16 Str defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 578.5 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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. |
defender's drakeskin leather cap (6 def, 14 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: defense ------ Armor +14 Defense +6 (+2 eff.) Fatigue +5% Resistance +7% all Physical save +13 (+2 eff.) A cap made of leather. |
drakeskin leather cap 'Brandraven' (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +9% fire Ignore resists +10% lightning +15% fire +5% mind When Hit 8 fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Armor +5 Fatigue +5% Resistance +9% mind +19% cold other ------- Breathe water A cap made of leather. |
Koridolach the Lightqueller (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +5 Wil offense ------ Damage +15% light Ignore resists +15% arcane defense ------ Armor +5 Fatigue +5% Resistance +11% acid +23% darkness +10% fire +11% cold +5% arcane +9% lightning Mind save +10 (+3 eff.) other ------- Light +4 Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's voratun helm of dexterity (+8) (7 def, 13 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +8 Dex defense ------ Armor +13 Defense +7 (+2 eff.) Fatigue +5% Resistance +6% all Physical save +12 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's voratun helm of the bounder (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +8 Dex defense ------ Armor +5 Fatigue +5% Resistance +13% acid +11% fire +11% lightning +11% cold Skullcracker: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 578.5 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding voratun helm of constitution (+4) (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Armor +5 Fatigue +5% Resistance +8% lightning +10% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren voratun helm of precognition (8 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +10 Cun +10 Wil offense ------ Accuracy +12 (+2 eff.) When Hit: * 17% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +5% Resistance +13% blight Mind save +13 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's voratun helm of the depths (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +4 Str +4 Wil offense ------ Physical Power +9 (+1 eff.) defense ------ Armor +5 Fatigue +5% Resistance +16% cold +13% physical Physical save +11 (+2 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance 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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 Encumbrance 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. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance 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. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 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. |
8 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 Encumbrance 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. |
10 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond0.0 Encumbrance 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. |
11 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-4 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+2 eff.) Spellpower +16 (+8 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +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. |
317 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
47 alchemist bloodstone0.0 Encumbrance 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(101 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Zubawen'2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +3 Cun offense ------ Mindpower +10 (+4 eff.) Damage +3% mind defense ------ Resistance +3% all Spell save +6 (+2 eff.) other ------- Max hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 275.88 darkness damage (based on Mindpower and charge). Uses 8 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Woewake1.0 Encumbrance T3 lite [Rare] Disrupt While equipped: offense ------ Damage +3% darkness Ignore resists +15% nature When Hit 6 darkness defense ------ Resistance +12% darkness +9% cold +6% nature +3% all Spell save +9 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +6 (+1 eff.) defense ------ Life +44.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego+] Master/Psionic While equipped: offense ------ Ignore resists +6% all Ignore Armor +7 defense ------ Mind save +10 (+3 eff.) other ------- Light +5 See Stealth +10 See Invisibility +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +3 Con defense ------ Resistance +7% blight Life Regen +1.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego+] Master/Psionic While equipped: defense ------ Mind save +8 (+2 eff.) Blind Resist +25% Confus Resist +15% other ------- Light +8 See Stealth +23 See Invisibility +18 Track: Puts all charms on 29 turn cooldown Effective talent level: 3.5 Power cost 29 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's dwarven lantern of illusion1.0 Encumbrance T5 lite [Ego++] Nature/Psionic While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +16.00% Physical Power +7 (+1 eff.) defense ------ Defense +9 (+3 eff.) Physical save +14 (+3 eff.) Spell save +13 (+4 eff.) Mind save +15 (+4 eff.) other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern1.0 Encumbrance T5 lite [Ego+] Nature While equipped: Stats +3 Con defense ------ Resistance +11% blight Life Regen +12.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+6 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 58 out of 150/150. Range melee/personal Cooldown: 10 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 14.96 cold damage and 16.74 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 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 73 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 58 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 73 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Cleansewreck the voratun pickaxe (dig speed 19 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +15% acid Ignore resists +5% nature When Hit 10 acid On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +3% acid other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of Reknor (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str defense ------ Resistance +7% darkness +7% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (dig speed 18 turns)3.0 Encumbrance T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+2 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 3.5 Power cost 13 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command)1.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 399.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
piercing iron torque of psionic shield [power 23] (19 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 19 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
dwarven-steel torque of mindblast [power 215] (11 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 267 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown Torques are made by powerful psionics to store psionic powers. |
evasive dwarven-steel torque of clear mind [power 2] (19 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 19 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Polimilaith the Hellsspitter [power 310] (11 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +15% darkness +18% fire Ignore resists +10% fire On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +9% darkness +12% fire Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 378 physical damage Puts all charms on 11 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful voratun torque of clear mind [power 4] (19 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 19 turn cooldown 100% to increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+3 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 8 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Layaldagalle the Scabrend [power 518] (11 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% nature When Hit 4 nature On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +9% lightning +6% cold Spell save +12 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 518 Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 29% for 2 turns. 100% to increase all damage by 24% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Bathir the Dwarf Brawler level 32
19th Dearth 123rd year of Ascendancy at 14:54 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bathir the Dwarf Brawler level 50
33rd Dearth 124th year of Ascendancy at 16:15 see stats
Against all odds
Killed Ukruk in the ambush.By Bathir the Dwarf Brawler level 32
9th Dearth 123rd year of Ascendancy at 03:27 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Bathir the Dwarf Brawler level 19
22nd Stralite 123rd year of Ascendancy at 02:55 see stats
Arachnophobia
Destroyed the spydric menace.By Bathir the Dwarf Brawler level 39
12nd Stralite 124th year of Ascendancy at 19:33 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Bathir the Dwarf Brawler level 35
31st Iron 124th year of Ascendancy at 10:23 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Bathir the Dwarf Brawler level 44
23rd Profit 124th year of Ascendancy at 05:52 see stats
Brave new world
Went to the Far East and took part in the war.By Bathir the Dwarf Brawler level 34
10th Shortage 123rd year of Ascendancy at 14:33 see stats
Bringer of Doom
Killed a Bringer of Doom.By Bathir the Dwarf Brawler level 29
23rd Wealth 123rd year of Ascendancy at 09:06 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Bathir the Dwarf Brawler level 28
44th Profit 123rd year of Ascendancy at 20:44 see stats
Clone War
Destroyed your own Shade.By Bathir the Dwarf Brawler level 39
30th Stralite 124th year of Ascendancy at 04:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bathir the Dwarf Brawler level 14
18th Iron 123rd year of Ascendancy at 16:39 see stats
Destroyer of the creation
Killed Slasul.By Bathir the Dwarf Brawler level 35
29th Steel 124th year of Ascendancy at 22:39 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Bathir the Dwarf Brawler level 33
25th Dearth 123rd year of Ascendancy at 12:39 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Bathir the Dwarf Brawler level 29
11st Wealth 123rd year of Ascendancy at 02:24 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Bathir the Dwarf Brawler level 42
20th Voratun 124th year of Ascendancy at 20:10 see stats
Earth Master
Killed Harkor'Zun.By Bathir the Dwarf Brawler level 22
3rd Voratun 123rd year of Ascendancy at 04:49 see stats
Exterminator
Killed 1000 creatures.By Bathir the Dwarf Brawler level 19
13rd Stralite 123rd year of Ascendancy at 12:39 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bathir the Dwarf Brawler level 23
8th Voratun 123rd year of Ascendancy at 09:33 see stats
Fear me not!
Survived the Fearscape!By Bathir the Dwarf Brawler level 48
2nd Dearth 124th year of Ascendancy at 13:11 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Bathir the Dwarf Brawler level 50
25th Loss 124th year of Ascendancy at 18:54 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Bathir the Dwarf Brawler level 36
30th Steel 124th year of Ascendancy at 05:32 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Bathir the Dwarf Brawler level 38
25th Gold 124th year of Ascendancy at 00:44 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bathir the Dwarf Brawler level 19
14th Stralite 123rd year of Ascendancy at 23:19 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Bathir the Dwarf Brawler level 42
20th Voratun 124th year of Ascendancy at 20:10 see stats
Level 10
Got a character to level 10.By Bathir the Dwarf Brawler level 10
16th Dearth 122nd year of Ascendancy at 18:25 see stats
Level 20
Got a character to level 20.By Bathir the Dwarf Brawler level 20
25th Stralite 123rd year of Ascendancy at 01:54 see stats
Level 30
Got a character to level 30.By Bathir the Dwarf Brawler level 30
2nd Dearth 123rd year of Ascendancy at 14:28 see stats
Level 40
Got a character to level 40.By Bathir the Dwarf Brawler level 40
42nd Stralite 124th year of Ascendancy at 18:11 see stats
Level 50
Got a character to level 50.By Bathir the Dwarf Brawler level 50
33rd Dearth 124th year of Ascendancy at 15:25 see stats
Orcrist
Killed the leaders of the Orc Pride.By Bathir the Dwarf Brawler level 49
33rd Dearth 124th year of Ascendancy at 15:25 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bathir the Dwarf Brawler level 19
44th Steel 123rd year of Ascendancy at 14:50 see stats
Size is everything
Did over 1500 damage in one attack.By Bathir the Dwarf Brawler level 35
29th Steel 124th year of Ascendancy at 22:36 see stats
Size matters
Did over 600 damage in one attack.By Bathir the Dwarf Brawler level 19
22nd Stralite 123rd year of Ascendancy at 02:54 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Bathir the Dwarf Brawler level 34
25th Dearth 123rd year of Ascendancy at 14:50 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Bathir the Dwarf Brawler level 5
19th Voratun 122nd year of Ascendancy at 16:27 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Bathir the Dwarf Brawler level 50
3rd Shortage 124th year of Ascendancy at 14:15 see stats
The Arena
Unlocked Arena mode.By Bathir the Dwarf Brawler level 9
38th Profit 122nd year of Ascendancy at 22:27 see stats
The High Lady's destiny
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Bathir the Dwarf Brawler level 50
3rd Shortage 124th year of Ascendancy at 14:17 see stats
The bigger the better!
Did over 3000 damage in one attack.By Bathir the Dwarf Brawler level 46
29th Wealth 124th year of Ascendancy at 15:20 see stats
The secret city
Discovered the truth about mages.By Bathir the Dwarf Brawler level 14
1st Loss 122nd year of Ascendancy at 03:14 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Bathir the Dwarf Brawler level 15
6th Steel 123rd year of Ascendancy at 05:20 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Bathir the Dwarf Brawler level 38
3rd Stralite 124th year of Ascendancy at 19:48 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Bathir the Dwarf Brawler level 28
45th Profit 123rd year of Ascendancy at 10:53 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bathir the Dwarf Brawler level 20
27th Stralite 123rd year of Ascendancy at 05:05 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Bathir the Dwarf Brawler level 31
8th Dearth 123rd year of Ascendancy at 10:44 see stats
Log
--------------------------------
Talent Dig is ready to use.
--------------------------------
Bathir picks up (n.): shielding rune (absorb 443; dur 7; cd 14).
--------------------------------
Saving game...
Ran for 2 turns (stop reason: interesting terrain).
--------------------------------
Saving done.
--------------------------------
Saving game...
--------------------------------
Saving done.
--------------------------------
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Today is the 4th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
--------------------------------
Saving done.
Saving game...
Saving done.
















































































































































































