












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
TK Weapon Sprite 1.6.0Makes your TK weapon appear behind you. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: 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.
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Laser for Everyone 1.7.4Removes the name requirement to unlock the full power of Laser Powered Giant Smasher (only for the player!). Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. 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:
QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Items Vault 1.7.0Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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. Almost-Roguelike Permadeath Option 1.7.0Based on "Semi-Roguelike Mode" by Zizzo, but more restrictive. Adds a new permadeath option that may give you an extra life at certain parts of the campaign; however, you can only store up to 1 of these extra lives. Specifically, you will gain an extra life (if you don't have one already) upon clearing all T2 zones, going East the first time, and making it to High Peak. What's the point? I want the feel of the "Roguelike Experience(tm)" most of the time, but after sinking a certain amount of hours into the character, it becomes particularly painful to lose it (especially since you've already been able to get through arguably the game's most difficult sections), and by the nature of the game's difficulty curve this can severely limit your ability to practice clearing the endgame zones. The extra lives are capped at 1 so the feeling of limited resources is still there (similar to if you had found the Blood of Life, though this works independently of that mechanic). (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Use Base State for Prerequisites 1.7.2Collecting equipment to meet prerequisites is tedium. Swapping equipment to meet prerequisites is much more tedium. This addon is a suggestion to remove that tedium. To meet prerequisites This addon is inspired from this comment in the forum thread. This addon doesn't break Better Item Description or Cleaner Item Description. Weight: 100 Superload: Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Quick Tour of Maj'Eyal 1.7.2Gives you the Quick Tour version of the Age of Ascendency campaign. Similar to Quickband for Angband. Shortens the Majeyal campaign by turning a lot of 3 level dungeons into 1 level dungeons, and 4 level dungeons into 2 level dungeons. Also gives around 2.5x XP & gold to compensate. Dreadfell goes from 9->5 levels, High Peak from 10->4. Adds 2 swap meet vendors to let you roll for extra level-appropriate items. One in Last Hope (Dala), and one in Gates of the Morning (the NPC that gives the Spider quest, after finishing that quest). Adds tab to the Game Options Menu to customize many options: including xp & gold multiplier, swap meet vendor prices & quality, and which levels to cut out of which zones (in nauseating detail). Character progression is intended to match that of regular play. In normal difficulty, you should reach T2 dungeons around lvl 10, the Master around lvl 30, and High Peak around lvl 50. The mod is still in alpha. Let me know of any bugs or balance issues. ---- New version (0.1.0) adds: Randomized mode: in this mode, the addon randomly adds back some of the missing levels so that every run is different. Select "Maj'Eyal: AoA (Random)" campaign at character creation for this mode. This mode will automatically calculate gold & xp multipliers to try to keep your progression balanced (which you can further tweak in the Game Options). Proportionally increased drops from elites & randbosses. Intended to further match progression of normal play. T1 dungeons can be now ransacked by other adventurers. Every time you enter a T1 dungeon, there's a 50% chance, another T1 dungeon is ransacked by other adventurers. You're not the only one looking to make their way in the world. (This feature is intended to force you to move onto T2 without doing all the T1 dungeons so that your starts aren't always going through the same zones. Note if you don't like this feature, you can turn it off in the Game Options.) Superloads: Overloads: Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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! Plot Disarming 1.5.0Removes the 'plot-item' flag from certain items after their plot function has been served, allowing you to drop them. Currently affected items:
Also available as part of the ZOmnibus Addon Pack. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. |
| Campaign | Maj'Eyal |
| Mode | Insane Almost-RL |
| Sex | Female |
| Race | Doomelf |
| Class | Anorithil |
| Level / Exp | 50 / 7864% |
| Size | medium |
| Lifes / Deaths | Killed by Eliila at level 44 on the 61st Regrowth 123rd year of Ascendancy at 20:28 0 / 5Killed by Massok the Dragonslayer at level 50 on the 17th Pyre 123rd year of Ascendancy at 16:38 Killed by Adima the Guardian at level 50 on the 72nd Pyre 124th year of Ascendancy at 15:28 Killed by Atamathon the Giant Golem at level 50 on the 17th Dusk 124th year of Ascendancy at 17:25 Killed by Atamathon the Giant Golem at level 50 on the 17th Dusk 124th year of Ascendancy at 17:26 |
Primary Stats
| Strength | 63 (base 22) |
| Dexterity | 27 (base 20) |
| Constitution | 90 (base 61) |
| Magic | 106 (base 60) |
| Willpower | 34 (base 14) |
| Cunning | 100 (base 61) |
Resources
| Life | -251/1900 |
| Positive | 145/197 |
| Negative | 176/197 |
| Steam | 100/100 |
| Healing Factor | 1.66181587164 |
| Regeneration | 0.41545396791 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.7763568394003E-13% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 10 |
| See Invisible | 77 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 22 |
| Crit Chance | 35% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 93 |
| Crit Chance | 85% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +19% |
| Mind | +18% |
| All | +7% |
| Lightning | +32% |
| Light | +52% |
| Physical | +22% |
| Darkness | +77% |
| Cold | +17% |
| Fire | +17% |
| Nature | +22% |
Offense: Damage Penetration
| Blight | +40% |
| Acid | +35% |
| Fire | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 91.714285714286 (95.65183292883%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 5 |
| Physical Save | 56 |
| Spell Save | 61 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Arcane | + 37%( 70%) |
| Mind | + 51%( 70%) |
| All | + 34%( 70%) |
| Lightning | + 64%( 70%) |
| Light | + 54%( 80%) |
| Temporal | + 40%( 70%) |
| Physical | + 44%( 70%) |
| Fire | + 34%( 70%) |
| Darkness | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Teleport Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 630 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 53%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 985% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 220% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Circles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Celestial / Star fury | 1.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Eclipse | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Celestial / Sunlight | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Twilight | 1.80 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
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 Zubiretha the banshee. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Daikara. Escort: repented thief (level 3 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Layymibeth the orc soldier. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2171. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed pouch of faeros ash. * You've found the needed electric eel tail. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. * You've found the needed ice ant stinger. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed wretchling eyeball. * You've found the needed giant spider spinneret. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+4 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Physical save +15 (+4 eff.) Pinning Resist +25% Knockbk Resist +125% Teleport Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Pyrehunger 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Str offense ------ Damage +20% light Ignore resists +20% fire defense ------ Resistance +15% mind +9% temporal Life +138.00 other ------- Light +9 See Stealth +10 See Invisibility +18 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Adulaith the cashmere wizard hat (2 def, 16 armour) 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +8 (+3 eff.) Damage +11% mind defense ------ Armor +16 Defense +2 (+1 eff.) Resistance +12% acid +11% mind +5% arcane Physical save +8 (+2 eff.) Mind save +19 (+6 eff.) Unlife -40.00 life Life +80.00 Healmod +20% Silence Resist +50% other ------- Max psi +26.00 A pointy cloth hat, very wizardly... |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour) 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Disarm Resist +100% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Layusenn [power 320] (15/20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +7 Str +3 Con offense ------ Spellpower +20 (+4 eff.) Damage +12% arcane Ignore resists +15% blight When Hit 6 physical defense ------ Spell save +12 (+3 eff.) other ------- Mana/turn +0.20 Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+1 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
| On fingers | voratun Prothotipe's Prismatic Eye ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +11 Mag +8 Cun +5 Con offense ------ Spellpower +14 (+3 eff.) Damage +10% lightning +10% fire +10% cold other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Rings make your fingers look great! |
| Around neck | Vox0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
| In main hand | dragonbone magestaff 'Corruptionmortal' (30-36 power, 6 apr, darkness element) 3.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Dex +4 Wil offense ------ Spell Crit +19% Critical power +70.00% Spellpower +31 (+7 eff.) On-Hit 51 fire Damage +15% nature +30% darkness Ignore resists +10% acid other ------- Mana/turn +5.00 See Invisibility +29 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Neira's Memory 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 365, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Lunar Shield (0 def, 20 armour, 250 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +20 (+4 eff.) Damage +40% darkness defense ------ Armor +20 Fatigue +2% Resistance +25% darkness other ------- Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray level 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
| Cloak | Radiance (15 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+4 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+4 eff.) Resistance +30% lightning +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial Stun Resist +50% This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | Black Robe (6 def, 5 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+4 eff.) Spellpower +30 (+6 eff.) defense ------ Armor +5 Hardiness +20% Defense +6 (+2 eff.) Fatigue +1% Resistance +15% all Spell save +25 (+6 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
Inventory
medical injector implant (efficiency 179% / cooldown 59%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 147% / cooldown 55%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 132% / cooldown 50%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 179% / cooldown 54%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 54%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 108% / cooldown 53%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 125% / cooldown 50%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 249% / cooldown 62%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 249% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the titan (heal 247; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 247 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 255; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 255 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -822; dur 7; cd 35)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 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 -822 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1753 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the sneak (die at -520; dur 7; cd 31)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 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 -520 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1109 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the titan (die at -684; dur 8; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -684 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1458 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -671; dur 7; cd 28)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 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 -671 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1431 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 852%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 852% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 409; 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 409 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (87% 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. |
Prismatic Rune (6 turns; lightning, physical, light, cold, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 4 light, 3 cold, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 330; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 329.77 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 128; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 128 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 183; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 183 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 187; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 187 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 duelist (absorb 505; dur 6; cd 14)0.1 Encumbrance rune scroll [Ego] 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 505 damage for 6 turns. Its effects scale with your Dexterity 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 psychic (threshold 47; blocks 5; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 5 times. Its effects scale with your Willpower 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 22; blocks 8; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 22 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. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) Requires ingredients: - lump of iron (2) Example Item: iron back support 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -4% other ------- Encumbrance +10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Make the invisible visible. Requires talents: - Electricity (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude black light emitter 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +5% darkness other ------- Light -1 Infravision +2 See Invisibility +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Corrosive Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 139% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 25. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +2 (+1 eff.) Slow Projectiles +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] New cloak doesn't have all the resistances you wanted? A fireproof coating it just what you need! Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude fireproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% light +5% fire Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: crude focus lens 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Fortify your shield with electricity and prepare to unleash GALVANIC RETRIBUTION against your attackers! Requires talents: - Electricity (4) Requires ingredients: - lump of iron (4) Example Item: iron galvanic retributor 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: offense ------ When Hit 5 lightning Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +6% lightning Stun Resist +10% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +3 (+1 eff.) Pinning Resist +5% Knockbk Resist +5% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +4 Critical Rate +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Effective talent level: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 100%. Each movement will leave a trail of flames doing 62.56 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Project Saw Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 192.05 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Small radius, but stuns quite well. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude thunder grenade 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Talents +1 Thunder Grenade Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 85.42 physical damage in radius 1. Creatures hit will also be stunned for 1 turns. The stun effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 11] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (11% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Add more light to your light! Requires talents: - Chemistry (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: iron white light emitter 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +4% light other ------- Light +1 See Stealth +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Heat is energy. Using your knowledge of physics, chemistry, and blacksmithing you can add a chilling edge to your weapons. While the damage this deals is relatively small each blow will also cause your enemies to lose one tenth of a turn. Requires talents: - Smith (1) - Chemistry (3) Requires ingredients: - lump of iron (3) Example Item: crude winterchill edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
vitalizing copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: Stats +3 Wil +3 Con defense ------ Physical save +7 (+2 eff.) Life +33.00 Life Regen +3.00 Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+3 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Lisikira0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: defense ------ Resistance +6% mind +3% blight Spell save +18 (+4 eff.) Life Regen +4.00 Blind Resist +20% other ------- Masteries +0.22 Celestial/Sunlight +0.22 Celestial/Eclipse Amulets make your neck look great! |
serendipitous steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego++] Nature While equipped: Stats +9 Lck offense ------ Accuracy +9 (+4 eff.) defense ------ Defense +6 (+2 eff.) Resist unseen 11% Blind Resist +10% other ------- Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
Bethuwen0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +10.00% defense ------ Defense +5 (+1 eff.) Fatigue -4% Resistance +3% acid +6% temporal +12% darkness Physical save +6 (+2 eff.) Life Regen +4.00 Cut Resist +20% other ------- Max psi +30.00 Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Vipervein the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Con offense ------ Damage +30% light +6% nature Ignore resists +15% light When Hit 10 nature 6 darkness On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +12% darkness Amulets make your neck look great! |
Ebonynail0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% light Ignore resists +20% nature +20% light +10% darkness When Hit 6 darkness defense ------ Resistance +38% darkness +6% nature +38% light Blind Resist +44% Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 30 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 46 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Polemilaith the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +3% defense ------ Armor +7 Defense +11 (+3 eff.) Resistance +9% nature +5% physical Max Resistance +6% all Physical save +23 (+6 eff.) Life Regen +4.00 Healmod +10% Amulets make your neck look great! |
Shadowglean the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +20 Cun +9 Con offense ------ Physical Power +10 (+4 eff.) Move Speed +10% Combat Speed +10% Damage +6% darkness +9% physical defense ------ Fatigue -10% Resistance +3% lightning +9% temporal +9% darkness Crit Resistance 5.00% Life Regen +4.00 Cut Resist +10% other ------- Stamina/turn +1.00 Amulets make your neck look great! |
protective voratun amulet of mastery (0.40 Steamtech / Chemistry)0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: defense ------ Armor +6 Defense +10 (+3 eff.) Max Resistance +5% all Physical save +24 (+7 eff.) other ------- Masteries +0.40 Steamtech/Chemistry Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Airvortex0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +4 Mag +6 Wil +5 Cun offense ------ Damage +9% lightning Ignore resists +25% lightning Accuracy +7 (+3 eff.) When Hit 4 lightning Rings make your fingers look great! |
Lavabiter the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +20 (+7 eff.) Damage +11% blight +3% physical Ignore resists +10% fire defense ------ Armor +8 Resistance +11% blight Mind save +6 (+2 eff.) other ------- Max hate +4.00 Rings make your fingers look great! |
Relgolakhad the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str +4 Dex +3 Mag offense ------ Damage +3% temporal defense ------ Spell save +6 (+1 eff.) other ------- Max hate +8.00 Light +2 Rings make your fingers look great! |
psionicist's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% nature defense ------ Resistance +22% nature Mind save +6 (+2 eff.) Rings make your fingers look great! |
Thunderrebel the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +7 Str +2 Wil offense ------ Damage +6% lightning Ignore resists +20% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +9% lightning Life Regen +3.00 Stun Resist +26% Rings make your fingers look great! |
Chikan the Chargeworth0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Crit +3.0% Damage +18% fire Accuracy +10 (+5 eff.) Ignore Armor +6 defense ------ Resistance +6% lightning +2% physical Life +62.00 Life Regen +11.00 Healmod +15% Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Velilewen the Chillrock0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +12 Cun +7 Wil offense ------ Mind Crit +4% Mindpower +31 (+11 eff.) Damage +15% cold Ignore resists +15% mind other ------- EQ when Hit +0.24 Psi when Hit +0.28 Rings make your fingers look great! |
gold ring 'Hedan'0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun offense ------ Critical power +15.00% Physical Power +11 (+4 eff.) Spellpower +26 (+6 eff.) Mindpower +11 (+4 eff.) Damage +9% acid +18% arcane +15% blight Ignore resists +20% arcane other ------- Mana/turn +0.28 Rings make your fingers look great! |
gold ring 'Loradublek'0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex offense ------ Physical Power +20 (+7 eff.) Damage +16% light Ignore resists +25% arcane Ignore Armor +13 defense ------ Defense +20 (+5 eff.) Resistance +32% light other ------- Stamina/turn +3.00 Rings make your fingers look great! |
gold ring 'Rainfoe'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Damage +13% light +3% acid Ignore resists +15% cold Accuracy +10 (+5 eff.) Ignore Armor +7 When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 48% defense ------ Defense +10 (+3 eff.) Resistance +26% light +3% cold Mind save +9 (+3 eff.) Confus Resist +31% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 130% 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! |
gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+4 eff.) Ignore Armor +9 defense ------ Defense +10 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 130% 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! |
wizard's gold ring of light (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag offense ------ Damage +13% light defense ------ Resistance +26% light Spell save +8 (+2 eff.) Rings make your fingers look great! |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
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. |
stralite ring 'Noonbile'0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +6 Dex +8 Con offense ------ Physical Power +13 (+5 eff.) Damage +18% blight +3% mind Accuracy +12 (+6 eff.) defense ------ Resistance +18% blight +1% physical +9% light +3% lightning Spell save +3 (+0 eff.) Unlife -20.00 life Silence Resist +20% Pinning Resist +20% Rings make your fingers look great! |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+4 eff.) Damage +8% physical Accuracy +10 (+5 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+12 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. |
Layitira the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +7 Mag +5 Cun offense ------ Physical Crit +1.0% Physical Power +5 (+2 eff.) Spellpower +13 (+3 eff.) Damage +19% mind defense ------ Armor +2 Fatigue -9% Resistance +19% mind Life +60.00 Life Regen +2.00 Stun Resist +10% other ------- Encumbrance +40 Max stamina +30.59 Rings make your fingers look great! |
Xerusethra the Duskbliss0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +20% fire defense ------ Resistance +24% lightning +5% physical +12% darkness +24% blight +12% cold Crit Resistance 19.84% Physical save +9 (+3 eff.) Mind save +12 (+4 eff.) Life +132.29 Confus Resist +50% Rings make your fingers look great! |
Yarygen the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +13 Cun +6 Wil offense ------ Spell Crit +7% Damage +18% arcane defense ------ Spell save +18 (+4 eff.) Mind save +15 (+5 eff.) Confus Resist +50% other ------- See Invisibility +24 Rings make your fingers look great! |
voratun Goedalath Rock ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +4 Cun offense ------ Physical Power +12 (+4 eff.) Spellpower +16 (+4 eff.) Spellpower/crit +8 Damage +15% arcane +9% all Ignore resists +10% blight Accuracy +14 (+7 eff.) When Hit 34 darkness defense ------ Armor +20 Resistance +14% nature +14% blight Healmod +50% Poison Resist +29% Disease Resist +21% Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% other ------- Mana-on-crit +1.00 Vim-on-crit +2.19 Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
voratun ring 'Blackswift'0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +15% lightning +33% temporal +12% darkness +12% acid Ignore resists +10% darkness On-Hit (Melee): * 23% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% lightning +21% darkness Blind Resist +50% other ------- Infravision +6 See Stealth +25 See Invisibility +23 Rings make your fingers look great! |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [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 (+9 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 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Nereth (30-36 power, 6 apr, fire element)3.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +27% Critical power +44.00% Spellpower +28 (+6 eff.) On-Hit 24 fire Damage +9% blight +30% fire Ignore resists +20% mind When Hit 6 blight On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 38 defense ------ Resistance +9% blight other ------- Vim-on-crit +5.00 Max vim +25.00 See Invisibility +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Dawnsmash' (30-36 power, 6 apr, darkness element)3.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Dex offense ------ Spell Crit +26% Critical power +27.00% Spellpower +22 (+5 eff.) Damage +30% darkness +9% physical Ignore Shields +22% Accuracy +20 (+10 eff.) defense ------ Defense +26 (+7 eff.) Shield Power +17% other ------- Stamina/turn +3.00 Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+3 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
Poludherin the Prismcut (70-104 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 29 [Rare] Psionic Weapon Damage 69.5 - 104.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +21 mind +20 arcane On-Hit, radius 1 +20 mind On-crit, radius 2 +8 arcane On Hit: * 51% chance to reduce all saves and defense by 27 While equipped: Stats +9 Cun +10 Wil offense ------ Damage +6% light defense ------ Resistance +5% arcane other ------- Light +3 Massive two-handed mauls. |
Nusin the voratun greatsword (63-101 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 29 [Rare] Master Weapon Damage 63.0 - 100.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +20.0% Physical Power +17 (+6 eff.) defense ------ Defense +20 (+5 eff.) Resistance +6% blight +9% cold +3% mind +3% darkness Healmod +15% Poison Resist +10% Knockbk Resist +20% Massive two-handed swords. |
Tytogrim the voratun mace (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 29 [Rare] Master Weapon Damage 45.5 - 63.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +8 Str +5 Cun offense ------ Damage +12% physical Accuracy +20 (+10 eff.) defense ------ Armor +4 Defense +20 (+5 eff.) Resistance +12% nature +9% cold Poison Resist +20% Cut Resist +20% Blunt and deadly. |
Harorig (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 29 [Rare] Arcane Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +17 temporal On-Hit, radius 1 +8 arcane While equipped: Stats +7 Str +3 Con offense ------ Spellpower/crit +10 Damage +12% blight Ignore resists +25% arcane defense ------ Resistance +10% temporal Sharp, short and deadly. |
Life Drinker (42-55 power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+3 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 40 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 21.25 acid and 21.25 blight damage. If not cleared after five turns it will inflict 120.65 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Daywolf (41-62 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 29 Steam Pool [Rare] Arcane/Steamtech Weapon Damage 41.0 - 61.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 On-Hit, radius 1 +20 fire Uses 1.0 Steam While equipped: offense ------ Spell Crit +2% Spellpower +30 (+6 eff.) Ignore resists +10% blight When Hit 10 light defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +15% mind other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Halideromidan the voratun steamsaw (50-76 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 29 Steam Pool [Rare] Master/Steamtech Weapon Damage 50.5 - 75.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 Uses 1.0 Steam While equipped: Stats +2 Str +6 Dex +6 Con offense ------ Spellpower/crit +10 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Infravision +3 See Invisibility +12 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xomira the voratun steamsaw (38-58 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 29 Steam Pool [Rare] Master/Steamtech Weapon Damage 38.5 - 57.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: Stats +2 Dex +2 Wil offense ------ Physical Crit +10.0% Spell Crit +2% Physical Power +15 (+5 eff.) Spellpower/crit +8 Damage +6% blight defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +3% physical Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +100.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Glimmerdream4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 29 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Ignore Shields +30% On-ranged-hit +16 blight While equipped: offense ------ Damage +24% light +9% mind Ignore resists +20% blight +21% all Accuracy +21 (+10 eff.) Ignore Armor +20 defense ------ Resistance +9% light Longbows are used to shoot arrows at your foes. |
stralite shield 'Jetoozer' (0 def, 12 armour, 213.5 block)7.0 Encumbrance T4 shield armor [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex offense ------ Damage +12% darkness Ignore resists +10% arcane When Hit 25 lightning defense ------ Armor +12 Fatigue +8% Resistance +14% lightning +15% temporal Spell save +18 (+4 eff.) other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (432) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Tempestbraid (0 def, 22 armour, 242 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 29 [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +2 Con offense ------ Physical Crit +1.0% When Hit 8 lightning 29 fire defense ------ Armor +22 Fatigue +8% Resistance +15% fire Life +140.00 other ------- Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
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 (+3 eff.) Spell save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
elven-silk robe 'Obsidianwrecker' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Str +6 Mag +6 Wil +9 Cun offense ------ Spell Crit +10% Mind Crit +5% Spellpower +9 (+2 eff.) Mindpower +10 (+4 eff.) Damage +30% temporal +30% physical +49% darkness +29% light Ignore resists +20% darkness +17% physical On-Hit (Melee): * 26% chance to reduce damage dealt by 22% defense ------ Resistance +30% temporal +15% all Crit Resistance 10.00% other ------- Max hate +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blackzeal (20 def, 8 armour)9.0 Encumbrance T5 light armor [Rare] Master While equipped: offense ------ Spellpower/crit +10 Damage +6% darkness Ignore resists +25% light When Hit 4 blight On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +27% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 A suit of armour made of leather. |
Eremeyasus (49 def, 33 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun offense ------ Physical Crit +4.0% Critical power +5.00% Physical Power +15 (+5 eff.) On-Hit 10 fire On-Ranged-Hit 10 fire defense ------ Armor +33 Defense +49 (+11 eff.) Fatigue +8% Resistance +27% fire +28% physical Mind save +25 (+8 eff.) Life +80.00 Life Regen +11.00 Healmod +20% other ------- Stamina/turn +1.00 A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+3 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+4 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 4.0 Power cost 12 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 220.40 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Burnbone (0 def, 25 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 35 [Rare] Master While equipped: Stats +2 Mag offense ------ Ignore resists +20% arcane +25% mind defense ------ Armor +25 Fatigue +22% Resistance +15% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 A suit of armour made of metal plates. |
grounding rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Nature While equipped: defense ------ Resistance +5% blight +6% temporal +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
hardened leather belt 'Hathagohell'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Resistance +6% blight +3% physical +12% temporal Crit Resistance 10.00% Mind save +6 (+2 eff.) Life +88.00 Healmod +15% A belt that goes around your waist. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+3 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
drakeskin leather belt 'Ulfyrand'1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +5 Wil offense ------ Spellpower/crit +10 Ignore Shields +31% defense ------ Defense +15 (+4 eff.) Resistance +9% nature +9% cold Physical save +9 (+3 eff.) Unlife -80.00 life Life +63.00 other ------- Mana/turn +0.12 A belt that goes around your waist. |
Deepsfoe the cashmere cloak (2 def, 12 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +25% darkness defense ------ Armor +12 Defense +2 (+1 eff.) Resistance +0% lightning +18% cold Life +48.00 Healmod +20% Disease Resist +20% other ------- See Invisibility +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Defense +10 (+3 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+6 eff.) Spell save +20 (+5 eff.) Mind save +20 (+7 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
pair of dwarven-steel boots 'Emysetha' (0 def, 10 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Spellpower +30 (+6 eff.) Spellpower/crit +10 Damage +12% arcane Ignore resists +10% blight Ignore Shields +20% defense ------ Armor +10 Fatigue +3% other ------- Vim-on-crit +2.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrisethra the pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Nature While equipped: offense ------ Spell Crit +8% Critical power +20.00% Spellpower +25 (+5 eff.) Damage +21% acid Ignore resists +15% blight defense ------ Armor +5 Fatigue +4% Spell save +9 (+2 eff.) Life Regen +11.00 Healmod +20% other ------- Vim-on-crit +2.11 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
voratun gauntlets 'Nightburst' (0 def, 9 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag offense ------ On-Hit 15 blight Damage +5% blight +6% darkness +9% arcane +3% acid Ignore resists +20% darkness +10% acid When Hit 2 darkness defense ------ Armor +9 Fatigue +5% Resistance +9% blight +9% acid Mind save +15 (+5 eff.) Life +59.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 (+2 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 (-3 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. |
drakeskin leather hat 'Eilinamina' (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +18 Str +9 Dex +2 Cun offense ------ Critical power +5.00% On-Hit (Melee): * 20% chance to reduce armor by 48% defense ------ Armor +5 Fatigue +5% Resistance +6% acid +25% cold Mind save +9 (+3 eff.) other ------- Hate-on-crit +1.00 Breathe water Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 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 237.5 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+10 eff.) Ignore Armor +15 defense ------ Defense +10 (+3 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Nereseth (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature While equipped: Stats +16 Mag +9 Wil +3 Cun offense ------ Spellpower +6 (+2 eff.) Damage +10% physical +12% temporal +15% darkness +15% light When Hit 8 blight defense ------ Defense +3 (+1 eff.) Resistance +3% blight +11% temporal +12% lightning other ------- Infravision +1 A pointy cloth hat, very wizardly... |
3 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
3 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. |
5 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. |
5 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. |
12 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
8 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
18 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. |
11 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. |
15 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. |
9 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
1064 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. |
72 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.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Runakath the Frosttyphoon1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: offense ------ Critical power +5.00% Spellpower +10 (+2 eff.) Damage +3% cold +12% arcane +0% light defense ------ Life +58.00 other ------- Mana/turn +0.08 Light +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 439 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
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 (+4 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 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 5, doing 52.89 cold damage and 55.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 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. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
stralite white light emitter0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +16% light other ------- Light +4 See Stealth +8 Tinkers can be attached to normal items to improve them with steam power! |
perfect mana coil0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: other ------- Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 22] amazing fiery salve [power 22]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 22] amazing frost salve [power 22]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 311] amazing healing salve [power 311]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 311 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 272] amazing pain suppressor salve [power 272]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -272 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 22] amazing water salve [power 22]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 98.21 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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 Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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 Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 156% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 761.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Bagas the Blizzardbreeze [power 3] (15/25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% mind Ignore resists +10% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 defense ------ Resistance +9% cold Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to heal for 43. 100% to reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Charimmortal [power 296] (15/15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +10 Con offense ------ Ignore resists +25% light +25% fire Ignore Armor +5 defense ------ Defense +20 (+5 eff.) other ------- Max stamina +30.00 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
overpowered elven-wood totem of healing [power 620] (15/23 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 620 Puts all charms on 23 turn cooldown Natural totems are made by powerful wilders to store nature power. |
yew wand of shielding 'Chalunarigorn' [power 320] (15/20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +10% mind defense ------ Armor +10 Resistance +5% arcane +12% temporal Mind save +12 (+4 eff.) Disease Resist +20% Silence Resist +20% Disarm Resist +20% other ------- EQ when Hit +0.24 Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightningclash [power 434] (15/20 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Damage +32% lightning +32% darkness Ignore resists +26% lightning +26% darkness +26% light defense ------ Resistance +6% lightning Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Urthygen [power 458] (15/20 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +3% acid Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 48% * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +18% acid +6% mind Create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage by 23% for 2 turns. 100% to heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Eliila the Doomelf Anorithil level 43
61st Regrowth 123rd year of Ascendancy at 04:11 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Eliila the Doomelf Anorithil level 33
8th Allure 123rd year of Ascendancy at 14:36 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Eliila the Doomelf Anorithil level 43
60th Regrowth 123rd year of Ascendancy at 20:15 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Eliila the Doomelf Anorithil level 25
77th Dusk 122nd year of Ascendancy at 14:01 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Eliila the Doomelf Anorithil level 50
3rd Pyre 123rd year of Ascendancy at 16:04 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Eliila the Doomelf Anorithil level 48
72nd Regrowth 123rd year of Ascendancy at 19:38 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Eliila the Doomelf Anorithil level 50
43rd Haze 123rd year of Ascendancy at 12:14 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Eliila the Doomelf Anorithil level 47
70th Regrowth 123rd year of Ascendancy at 01:46 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Eliila the Doomelf Anorithil level 50
61st Pyre 124th year of Ascendancy at 07:00 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Eliila the Doomelf Anorithil level 14
2nd Dusk 122nd year of Ascendancy at 15:42 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Eliila the Doomelf Anorithil level 50
20th Pyre 124th year of Ascendancy at 19:58 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Eliila the Doomelf Anorithil level 45
65th Regrowth 123rd year of Ascendancy at 21:04 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Eliila the Doomelf Anorithil level 34
13rd Regrowth 123rd year of Ascendancy at 10:08 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Eliila the Doomelf Anorithil level 31
5th Allure 123rd year of Ascendancy at 12:17 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Eliila the Doomelf Anorithil level 37
26th Regrowth 123rd year of Ascendancy at 22:27 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Eliila the Doomelf Anorithil level 50
76th Pyre 124th year of Ascendancy at 08:23 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Eliila the Doomelf Anorithil level 50
38th Haze 123rd year of Ascendancy at 05:06 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eliila the Doomelf Anorithil level 38
29th Regrowth 123rd year of Ascendancy at 19:22 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Eliila the Doomelf Anorithil level 50
6th Regrowth 124th year of Ascendancy at 00:19 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Eliila the Doomelf Anorithil level 33
3rd Regrowth 123rd year of Ascendancy at 08:00 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Eliila the Doomelf Anorithil level 50
10th Pyre 124th year of Ascendancy at 15:24 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Eliila the Doomelf Anorithil level 50
21st Pyre 124th year of Ascendancy at 11:17 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Eliila the Doomelf Anorithil level 8
77th Pyre 122nd year of Ascendancy at 11:51 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eliila the Doomelf Anorithil level 33
8th Allure 123rd year of Ascendancy at 15:00 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Eliila the Doomelf Anorithil level 50
73rd Regrowth 123rd year of Ascendancy at 07:37 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Eliila the Doomelf Anorithil level 50
16th Regrowth 124th year of Ascendancy at 05:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Eliila the Doomelf Anorithil level 10
1st Mirth 122nd year of Ascendancy at 21:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Eliila the Doomelf Anorithil level 20
56th Dusk 122nd year of Ascendancy at 07:34 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Eliila the Doomelf Anorithil level 30
19th Haze 122nd year of Ascendancy at 10:48 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Eliila the Doomelf Anorithil level 40
51st Regrowth 123rd year of Ascendancy at 11:37 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Eliila the Doomelf Anorithil level 50
72nd Regrowth 123rd year of Ascendancy at 19:54 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Eliila the Doomelf Anorithil level 30
20th Haze 122nd year of Ascendancy at 22:57 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Eliila the Doomelf Anorithil level 50
3rd Pyre 124th year of Ascendancy at 23:33 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Eliila the Doomelf Anorithil level 30
73rd Haze 122nd year of Ascendancy at 03:16 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Eliila the Doomelf Anorithil level 50
18th Regrowth 124th year of Ascendancy at 00:13 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Eliila the Doomelf Anorithil level 44
62nd Regrowth 123rd year of Ascendancy at 10:21 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Eliila the Doomelf Anorithil level 35
24th Regrowth 123rd year of Ascendancy at 17:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Eliila the Doomelf Anorithil level 29
16th Haze 122nd year of Ascendancy at 20:59 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Eliila the Doomelf Anorithil level 46
65th Regrowth 123rd year of Ascendancy at 22:10 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Eliila the Doomelf Anorithil level 50
76th Pyre 124th year of Ascendancy at 08:23 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Eliila the Doomelf Anorithil level 33
8th Allure 123rd year of Ascendancy at 14:36 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Eliila the Doomelf Anorithil level 44
61st Regrowth 123rd year of Ascendancy at 20:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Eliila the Doomelf Anorithil level 8
79th Pyre 122nd year of Ascendancy at 05:00 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Eliila the Doomelf Anorithil level 33
8th Allure 123rd year of Ascendancy at 14:36 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Eliila the Doomelf Anorithil level 35
24th Regrowth 123rd year of Ascendancy at 19:49 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Eliila the Doomelf Anorithil level 50
76th Pyre 124th year of Ascendancy at 08:23 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Eliila the Doomelf Anorithil level 50
6th Mirth 124th year of Ascendancy at 04:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Eliila the Doomelf Anorithil level 14
9th Dusk 122nd year of Ascendancy at 04:09 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Eliila the Doomelf Anorithil level 50
3rd Pyre 123rd year of Ascendancy at 15:37 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Eliila the Doomelf Anorithil level 34
13rd Regrowth 123rd year of Ascendancy at 10:08 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Eliila the Doomelf Anorithil level 23
73rd Dusk 122nd year of Ascendancy at 13:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Eliila the Doomelf Anorithil level 34
13rd Regrowth 123rd year of Ascendancy at 10:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Eliila the Doomelf Anorithil level 18
23rd Dusk 122nd year of Ascendancy at 16:54 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Eliila the Doomelf Anorithil level 50
17th Dusk 124th year of Ascendancy at 17:25 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Eliila the Doomelf Anorithil level 41
57th Regrowth 123rd year of Ascendancy at 10:10 see stats
Log
Eliila can barely stand!
Atamathon the Giant Golem hits Eliila for 200 fire, 134 light, 163 physical (498 total damage).
Atamathon the Giant Golem's adrenaline surge has come to an end.
Eliila's defensive darkness area effect hits Atamathon the Giant Golem for 43 darkness damage.
Atamathon the Giant Golem reflects damage back to Eliila!
Atamathon the Giant Golem hits Eliila for 25 darkness damage.
Eliila's prismatic repulsion area effect hits Atamathon the Giant Golem for 35 light damage.
Atamathon the Giant Golem reflects damage back to Eliila!
Atamathon the Giant Golem hits Eliila for 32 light damage.
Eliila's prismatic repulsion area effect hits Atamathon the Giant Golem for 28 darkness damage.
Atamathon the Giant Golem reflects damage back to Eliila!
Atamathon the Giant Golem hits Eliila for 17 darkness damage.
Atamathon the Giant Golem resists the knockback!
Atamathon the Giant Golem's fire burn area effect hits Eliila for 174 fire damage.
Eliila is on fire!
Eliila casts Circle of Shifting Shadows.
Eliila's spell attains critical power!
Eliila's spell attains critical power!
Eliila casts Circle of Sanctity.
Eliila's spell attains critical power!
Eliila's spell attains critical power!
Eliila uses Infusion: Movement.
Eliila is moving at extreme speed!
Eliila's morale has been lowered.
Atamathon the Giant Golem casts Eye Beam.
Atamathon the Giant Golem hits Eliila for 1004 cold damage.
Atamathon the Giant Golem killed Eliila!
Atamathon the Giant Golem says: 'EXECUTE PHASE COMMENCING!'
Eliila the level 50 doomelf anorithil was frozen to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.





























































































































































































