
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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 Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Less Shaders 1.7.4Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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: Shorter East 1.7.4Based on "Shorter Dungeons Redux", this simply removes 1 floor from Rak'shor and Grushnak prides, 2 floors from Gorbat and Vor, and 5 floors from Highpeak, without changing the exp gains or anything else. Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 50 / 690% |
Size | medium |
Lifes / Deaths | Killed by weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow at level 50 on the 51st Haze 122nd year of Ascendancy at 23:20 / 1 |
Primary Stats
Strength | 37 (base 6) |
Dexterity | 20 (base 4) |
Constitution | 75 (base 56) |
Magic | 165 (base 64) |
Willpower | 98 (base 66) |
Cunning | 92 (base 63) |
Resources
Mana | 625/1390 |
Life | -2083/814 |
Positive | 177/197 |
Paradox | 450 |
Steam | 100/100 |
Healing Factor | 1.3995578233782 |
Regeneration | 0.34988945584456 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9539925233403E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 4 |
See Invisible | 23 |
Offense: Mainhand
Damage | 87 |
Accuracy | 14 |
Crit Chance | 47% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 115 |
Crit Chance | 86% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +52% |
Arcane | +224% |
Cold | +36% |
All | +28% |
Lightning | +36% |
Temporal | +118% |
Physical | +87% |
Darkness | +65% |
Fire | +36% |
Nature | +70% |
Offense: Damage Penetration
Acid | +38% |
Temporal | +45% |
Physical | +37% |
Arcane | +86% |
Darkness | +18% |
All | +8% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 70 |
Mental Save | 52 |
Defense: Resistances
Nature | + 36%( 70%) |
Lightning | + 56%( 70%) |
Acid | + 40%( 70%) |
Darkness | + 54%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 32%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Disarm Resistance | 50% |
Confusion Resistance | 10% |
Silence Resistance | 60% |
Stun Resistance | 74% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
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 1064 damage for 6 turns. 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 166% efficiency and cooldown mod of 53%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1203% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 138 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 Cunning stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Arcane | 2.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.60 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 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 Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 1266. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Physical save +15 (+5 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 333 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. This item has been sent to the Item's Vault. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Spell Crit +5% Critical power +15.00% Spellpower +25 (+5 eff.) Ignore resists +10% arcane +8% all Ignore Armor +6 defense ------ Defense +10 (+2 eff.) Resistance +13% blight +12% darkness Physical save +15 (+5 eff.) Spell save +18 (+4 eff.) Mind save +16 (+5 eff.) other ------- Light +7 Infravision +4 See Invisibility +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 42 blight damage or heals 50 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +6 Wil +6 Cun +6 Con offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +17% arcane +9% nature Ignore resists +10% acid On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +3 (+0 eff.) Resistance +12% nature other ------- Psi/turn +0.22 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Critical power +10.00% Damage +9% darkness Ignore Shields +20% other ------- Max mana +100.00 Setup a psionic shield, reducing all damage taken by 157 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 104. 100% to increase all damage by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+2 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 10.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 1455.37 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+2 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 10.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 1455.37 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Str +3 Mag offense ------ Spellpower +30 (+5 eff.) Damage +9% arcane +12% temporal defense ------ Defense +17 (+4 eff.) Stealth +11 other ------- Mana-on-crit +2.00 Light +3 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Wil +4 Mag offense ------ Spell Crit +5% Critical power +38.00% Spellpower +35 (+6 eff.) On-Hit 34 fire Damage +9% nature +52% arcane Ignore resists +15% arcane +10% temporal When Hit 6 nature defense ------ Resistance +5% arcane other ------- Mana/turn +5.00 Max mana +97.00 See Invisibility +13 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Random Unique] Arcane/Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex +5 Mag +9 Wil offense ------ Physical Crit +10.0% Steam Crit +10% Spell Crit +10% Critical power +30.00% Spellpower +16 (+3 eff.) Spellpower/crit +8 On-Hit 10 acid 20 darkness 10 cold 9 lightning 10 fire Damage +12% nature +13% darkness +8% all Ignore resists +10% darkness On-Hit (Melee): * 20% chance to slow global speed by 71% defense ------ Armor +12 Resistance +13% darkness Disarm Resist +50% other ------- Mana/turn +0.40 Vim-on-crit +2.32 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +19 ice +20 lightning +26 acid +25 fire +18 arcane On Hit: 20% Moonlight Ray level 5 On Hit: 10% Elemental Bolt level 5 On Hit: * 15% chance to reduce damage dealt by 33% Gauntlets. But with steam power! |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +10 Str +10 Dex +36 Mag +15 Wil +10 Cun +13 Con offense ------ Physical Crit +7.0% Spell Crit +17% Mind Crit +5% Critical power +20.00% Spellpower +14 (+3 eff.) Damage +51% physical +78% temporal +24% arcane +10% all Ignore resists +27% temporal +29% physical defense ------ Resistance +9% lightning +6% cold +5% arcane +15% all Spell save +30 (+7 eff.) Anomaly Control +31 Stun Resist +24% other ------- Max mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +30% lightning +12% arcane +12% darkness Shield Duration +1 Shield Power +15% Stun Resist +50% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 3.2 Power cost 28 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 660.17 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. This item has been sent to the Item's Vault. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Str +8 Mag offense ------ Critical power +26.00% Damage +24% acid +24% arcane +12% nature Ignore resists +20% acid +32% arcane When Hit 8 blight defense ------ Resistance +18% acid other ------- Max mana +130.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Inventory
![]() 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 197% efficiency and cooldown mod of 78%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 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 240% efficiency and cooldown mod of 79%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 974% 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. 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 |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 11 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. 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. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 126.48 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2579% for 10 turns (1522 total) and instantly restoring 129 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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 create a protective shield absorbing at most 562 damage for 4 turns. 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. |
![]() 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 create a protective shield absorbing at most 731 damage for 5 turns. 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. |
![]() 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 26 up to 6 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. |
![]() 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 70 up to 7 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Str +5 Mag +4 Wil +3 Cun offense ------ Mindpower +20 (+5 eff.) Damage +15% mind defense ------ Resistance +12% mind other ------- Vim-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Wil +10 Mag offense ------ Critical power +18.00% Mindpower +15 (+4 eff.) Accuracy +10 (+7 eff.) Ignore Armor +19 When Hit 8 lightning defense ------ Physical save +19 (+6 eff.) Spell save +19 (+4 eff.) Mind save +24 (+8 eff.) other ------- Psi when Hit +0.12 Max hate +4.00 Max psi +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +5 Cun +9 Con offense ------ Move Speed +10% Ignore resists +15% mind +15% nature When Hit 4 mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 42 defense ------ Fatigue -10% Resistance +12% physical Life Regen +3.00 other ------- Stamina/turn +2.00 Masteries +0.40 Chronomancy/Chronomancy Amulets make your neck look great! |
![]() 1.0 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: 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." |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +12 (+3 eff.) Damage +6% arcane defense ------ Resistance +15% nature +5% arcane Life +135.00 Life Regen +10.00 Healmod +20% Disarm Resist +40% Pinning Resist +44% Knockbk Resist +48% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +15 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Unknown Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+7 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+7 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +32 Mag +25 Wil +28 Cun offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Spellpower/crit +26 Damage +30% fire Ignore resists +25% cold When Hit 10 cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 43 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+5 eff.) Damage +35% cold defense ------ Mind save +8 (+3 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 56.0 - 84.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +8 cold +28 fire On Critical: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +32.0% Critical power +49.00% Physical Power +19 (+5 eff.) Damage +15% temporal Ignore Armor +20 When Hit 8 cold On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 43 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% blight Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 40 [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 130% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +2.0% Attack Speed 100% On Hit: 10% Obliterating Smash level 3 While equipped: offense ------ Physical Power +12 (+4 eff.) Accuracy +20 (+12 eff.) other ------- Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault Shadow Power +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Effective talent level: 3.0 Power cost 25 out of 25/25. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Arcane/Master Weapon Damage 64.0 - 102.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 5 While equipped: Stats +7 Dex offense ------ Combat Speed +10% Accuracy +27 (+16 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Master/Psionic Weapon Damage 82.0 - 131.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +12 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +21.0% Physical Power +19 (+5 eff.) Damage +6% arcane When Hit 8 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +180 Uses 1.0 Steam While equipped: defense ------ Armor +19 Defense +14 (+3 eff.) other ------- Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 44 [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 185 temporal damage and slows enemies in radius 6 of the target by 195% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 4.0 Power cost 10 out of 10/10. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+10 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Random Unique] Nature/Master Weapon Damage 47.0 - 65.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +89 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Dex offense ------ Physical Crit +11.0% Global Speed +10% Combat Speed +10% Damage +24% arcane Ignore resists +14% fire Accuracy +25 (+15 eff.) When Hit 4 arcane defense ------ Resistance +5% arcane +3% cold Blunt and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 44 [Unique] Master Weapon Damage 45.0 - 58.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +4 Cun +5 Dex offense ------ Damage +8% light +10% physical defense ------ Pinning Resist +50% other ------- Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+3 eff.) Mindpower +10 (+3 eff.) Damage +12% lightning +12% physical +12% cold +12% fire +12% acid defense ------ Resistance +10% acid +10% physical +10% cold +10% fire +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 186.34 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+3 eff.) Mindpower +16 (+4 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+7 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 3.0 Power cost 24 out of 30/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 47.63 mind damage, 50.61 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.22 mind and 4.49 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 28.0 - 42.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 100% Block +50 On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +8 (+2 eff.) Fatigue +9% other ------- Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +96 On-hit +8 arcane On-Hit, radius 1 +4 cold On-crit, radius 2 +8 cold Uses 1.0 Steam When used to Attack: On-hit +17 acid On-crit, radius 2 +38 light +37 fire While equipped: Stats +11 Con offense ------ Physical Power +12 (+4 eff.) Damage +9% arcane Ignore resists +10% cold +10% physical On shield block: * Deals 248 light and fire damage to each enemy blocked When Hit 4 arcane When Hit: * 18% chance to reduce armor by 54% defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +18% acid +13% fire +11% light Disarm Resist +35% 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! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego] Master/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 +102 Uses 1.0 Steam While equipped: offense ------ Accuracy +13 (+9 eff.) defense ------ Armor +6 Defense +21 (+5 eff.) Fatigue +12% Disarm Resist +28% 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! |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +16 temporal On-Hit, radius 1 +16 cold On-crit, radius 2 +4 temporal While equipped: Stats +11 Con offense ------ Physical Crit +18.0% Ignore resists +18% all Accuracy +44 (+24 eff.) Ignore Armor +18 On-Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal +3% cold other ------- Masteries +0.30 Wild-gift/Fungus Regenerate 254 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 36 Shoot [Unique] Nature Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats +10 Dex +20 Wil offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature +30% physical Ignore resists +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Dex 32 Shoot [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 4.0 Power cost 16 out of 16/16. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-crit, radius 2 +7 fire While equipped: offense ------ Global Speed +2% Ignore resists +8% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 steamgun 2H weapon Reqs Dex 30 Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 67% Damage Multiplier 100% Range +8 Projectile Speed +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot [Random Unique] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +12 fire On Hit: * 20% chance to reduce all saves and defense by 42 Uses 2.0 Steam While equipped: offense ------ Steampower +8 (+2 eff.) Damage +21% physical +12% mind +16% fire Ignore resists +5% darkness +8% all Accuracy +20 (+12 eff.) Ignore Armor +10 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 42 defense ------ Resistance +6% mind other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Weapon Damage 65.0 - 91.0 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +18.0% Capacity 20 Ignore Shields +20% On-ranged-hit +16 lightning +8 arcane On-Hit, radius 1 +16 lightning On-crit, radius 2 +16 lightning On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 165 damage On Critical: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Weapon Damage 86.5 - 121.1 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +35 Critical Rate +3.0% Capacity 47 Auto Reload 4 On-ranged-hit +4 fire On-crit, radius 2 +4 acid +12 fire +20 darkness On Hit: * 10% chance to reduce damage dealt by 33% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Random Unique] Arcane/Master/Psionic When used to Attack: Weapon Damage 66.0 - 79.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +198 On-hit +26 physical +18 light +18 darkness On-Hit, radius 1 +8 mind While equipped: Stats +9 Mag +5 Wil +15 Cun offense ------ Mindpower +5 (+1 eff.) Damage +6% blight +15% light +18% darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 43 defense ------ Armor +10 Fatigue +8% Resistance +30% lightning +16% physical +17% light +18% darkness Windwall +76 Slow Projectiles +26% other ------- EQ when Hit +0.12 Psi when Hit +0.04 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Unique] Arcane When used to Attack: Weapon Damage 52.0 - 62.4 Darkness Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +200 While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+3 eff.) Ranged Defense +15 (+3 eff.) Fatigue +28% other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +6 Mag +0 Wil +0 Cun +0 Con offense ------ Physical Crit +5.0% Spell Crit +20% Mind Crit +5% Spellpower +15 (+3 eff.) Damage +15% arcane +10% all defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +7% Mindpower +9 (+2 eff.) Damage +18% darkness +18% mind Ignore resists +8% mind +10% acid defense ------ Armor +6 Resistance +3% nature +6% cold +27% darkness +13% all Mind save +20 (+7 eff.) other ------- Psi/turn +0.56 Max psi +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Critical power +20.00% Spellpower +20 (+4 eff.) Damage +22% acid +25% physical +15% fire +55% cold +20% all Ignore resists +20% arcane +15% fire Ignore Shields +30% defense ------ Resistance +20% acid +20% physical +20% darkness +20% fire +64% cold +20% mind +15% all Physical save +18 (+6 eff.) Spell save +20 (+5 eff.) Mind save +36 (+11 eff.) other ------- Max mana +60.00 Max vim +30.00 Cooldown Refit Golem -6 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +3 Dex +8 Mag +8 Wil offense ------ Spellpower +39 (+7 eff.) Damage +21% acid +20% physical +12% lightning +25% fire +25% cold +40% all When Hit 4 cold defense ------ Resistance +14% acid +18% physical +20% cold +19% fire +15% all other ------- Mana/turn +0.28 Psi/turn +0.40 Light +4 See Invisibility +9 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+5 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+3 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +2 Str +6 Mag +6 Wil offense ------ Physical Power +15 (+4 eff.) Spellpower +40 (+7 eff.) Spellpower/crit +7 Damage +30% blight +30% darkness +15% all Ignore resists +10% physical +10% darkness +25% arcane Ignore Armor +3 defense ------ Resistance +30% blight +45% darkness +15% all Silence Resist +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag offense ------ Spellpower +10 (+2 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Effective talent level: 5.0 Power cost 12 out of 12/12. Range 10 Cooldown: 5 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 342.65 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 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 (+3 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: 5.2 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 6, knocking back anything caught inside and setting them ablaze, doing 344.39 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. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 48 [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+3 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+3 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+5 eff.) Mind save +25 (+8 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 2.0 Power cost 15 out of 25/25. Range 2 Cooldown: 8 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 15 Armour, 22 Defense and your attacks will gain 29% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +12 Dex +11 Cun +10 Lck offense ------ Physical Crit +14.0% Mind Crit +13% Physical Power +20 (+6 eff.) Damage +9% physical Accuracy +30 (+17 eff.) defense ------ Resistance +12% lightning Spell save +12 (+3 eff.) Stealth +15 other ------- Disarm Traps +27 Infravision +5 Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+2 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 75 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Con offense ------ Damage +8% darkness Ignore resists +20% darkness defense ------ Defense +3 (+0 eff.) Resistance +25% blight +5% arcane +19% nature +14% darkness Spell save +15 (+3 eff.) Mind save +10 (+3 eff.) Stealth +21 Life Regen +8.00 Healmod +15% other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +4 Dex +4 Mag +4 Wil +4 Cun offense ------ Critical power +20.00% Accuracy +20 (+12 eff.) defense ------ Armor +4 Fatigue +3% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Psi when Hit +0.16 Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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! |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag +6 Wil offense ------ On-Hit 6 acid 6 fire 6 cold 7 lightning Damage +18% arcane defense ------ Armor +2 Fatigue +3% Resistance +6% mind Life +80.00 Life Regen +4.00 Confus Resist +20% Knockbk Resist +20% Unarmed combat: Weapon Damage 21.5 - 30.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +12 ice +12 fire +18 acid +15 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+2 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+0 eff.) Spell save +6 (+1 eff.) Life +40.00 Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Ignore Armor +8 Critical Rate +6.0% Attack Speed 83% On-hit +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Spellpower +20 (+4 eff.) Damage +12% cold Ignore resists +25% blight Ignore Shields +30% When Hit 10 blight 4 cold defense ------ Armor +5 Fatigue +3% other ------- Max mana +100.00 Infravision +3 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+22 eff.) Ignore Armor +15 defense ------ Defense +15 (+3 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 Encumbrance T5 head armor [Ego] Arcane/Psionic While equipped: Stats +7 Cun offense ------ Damage +16% light defense ------ Defense +3 (+0 eff.) Resistance +24% light Mind save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+2 eff.) Mindpower +12 (+3 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Str +5 Wil offense ------ Physical Power +10 (+3 eff.) Damage +27% cold Ignore resists +25% cold When Hit 10 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 43 defense ------ Armor +4 Fatigue +4% Resistance +20% blight +11% physical Physical save +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.0 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 100.50 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+0 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+7 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+7 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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. |
![]() 1.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 79.43 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 0.0 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. |
amazing pain suppressor salve [power 290] amazing pain suppressor salve [power 290]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -290 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +3 (+3 eff.) defense ------ Resistance +3% mind +3% light other ------- EQ when Hit +0.08 Psi when Hit +0.04 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +7 Str +1 Con offense ------ Damage +12% mind +15% fire Ignore resists +16% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Fatigue -8% Resistance +9% fire +5% arcane +9% darkness Mind save +10 (+3 eff.) other ------- Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Arcane While equipped: Stats +3 Str +6 Mag offense ------ Physical Crit +4.0% Spell Crit +15% Physical Power +30 (+8 eff.) Damage +12% lightning Ignore resists +25% blight Accuracy +32 (+18 eff.) defense ------ Defense +20 (+5 eff.) other ------- Max mana +50.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 1.0 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. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 856.80 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Spellpower +25 (+5 eff.) Damage +6% arcane Ignore resists +25% mind defense ------ Resistance +9% acid Mind save +9 (+3 eff.) other ------- Mana/turn +0.20 Max mana +100.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 421 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 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. |
![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 71% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +30% lightning +9% light Ignore resists +25% lightning When Hit 10 light defense ------ Resistance +9% mind Create a radius 3 storm for 5 turns. Each turn, creatures within take 75 lightning damage and will be dazed for 1 turn (378 total damage) Puts all charms on 15 turn cooldown 100% to gain a 27% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Damage +21% mind Ignore resists +25% mind +25% temporal When Hit 10 temporal defense ------ Resistance +9% mind Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Wards +6 lightning +6 cold +6 arcane +6 acid Talents +1 Ward Create a shield absorbing up to 499 damage on yourself and all friendly characters within 10 spaces for 5 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. |
Achievements
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 36
2nd Haze 122nd year of Ascendancy at 10:51 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 42
20th Haze 122nd year of Ascendancy at 03:52 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 42
19th Haze 122nd year of Ascendancy at 22:04 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 46
29th Haze 122nd year of Ascendancy at 01:18 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 50
45th Haze 122nd year of Ascendancy at 18:50 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 45
27th Haze 122nd year of Ascendancy at 04:10 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 23
26th Dusk 122nd year of Ascendancy at 05:21 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 13
9th Flare 122nd year of Ascendancy at 22:21 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 44
25th Haze 122nd year of Ascendancy at 16:30 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 33
73rd Dusk 122nd year of Ascendancy at 21:22 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 25
42nd Dusk 122nd year of Ascendancy at 06:02 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 36
3rd Haze 122nd year of Ascendancy at 12:52 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 40
16th Haze 122nd year of Ascendancy at 23:02 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 23
24th Dusk 122nd year of Ascendancy at 16:28 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 48
29th Haze 122nd year of Ascendancy at 05:32 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 33
61st Dusk 122nd year of Ascendancy at 22:17 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 10
1st Mirth 122nd year of Ascendancy at 20:28 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 20
17th Dusk 122nd year of Ascendancy at 02:10 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 30
52nd Dusk 122nd year of Ascendancy at 11:48 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 40
13rd Haze 122nd year of Ascendancy at 23:23 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 50
31st Haze 122nd year of Ascendancy at 23:54 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 5
74th Pyre 122nd year of Ascendancy at 18:40 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 3
74th Pyre 122nd year of Ascendancy at 17:13 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 50
48th Haze 122nd year of Ascendancy at 15:19 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 25
31st Dusk 122nd year of Ascendancy at 02:20 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 29
52nd Dusk 122nd year of Ascendancy at 11:48 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 23
26th Dusk 122nd year of Ascendancy at 08:29 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 11
3rd Mirth 122nd year of Ascendancy at 23:08 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 45
25th Haze 122nd year of Ascendancy at 17:51 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 9
1st Mirth 122nd year of Ascendancy at 17:31 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 35
1st Time of Equilibrium 122nd year of Ascendancy at 10:34 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 28
50th Dusk 122nd year of Ascendancy at 02:58 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 35
78th Dusk 122nd year of Ascendancy at 17:04 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 49
31st Haze 122nd year of Ascendancy at 06:15 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 23
25th Dusk 122nd year of Ascendancy at 18:13 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 17
11st Dusk 122nd year of Ascendancy at 07:27 see stats
By weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the Cornac Archmage level 41
19th Haze 122nd year of Ascendancy at 10:05 see stats
Log
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! is recovering from the damage!
Your Contingency triggered Rune: Reflection Shield!
Your shield crumbles under the damage!
weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! reflects damage back to Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow!
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow reflects damage back to weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!!
weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! hits Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow for (2126 absorbed), (531 ignored), 2657 reflected (2657 total damage).
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow hits weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! for (2657 absorbed), (989 absorbed), (711 absorbed), 2126 reflected, (664 absorbed), 0 thaumic energy (2126 total damage).
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! casts Rune: Reflection Shield.
A shield forms around weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!.
Your shield crumbles under the damage!
The shield around weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! crumbles.
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow's spell attains critical power!
Your shield crumbles under the damage!
weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! reflects damage back to Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow!
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow reflects damage back to weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!!
weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! hits Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow for (1492 absorbed), 1865 reflected (1865 total damage).
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow's arcane area effect hits weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! for (1865 absorbed), (0 absorbed), (1194 absorbed), (563 mana), 1492 reflected, (709 absorbed), (709 mana), 0 arcane (1492 total damage).
Phantasmal Shield hits weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! for (314 absorbed), (314 mana), 0 light (0 total damage).
weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! killed Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow!
Resting starts...
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! deactivates Disruption Shield.
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s disruption shield collapses and then explodes in a powerful manastorm!
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s spell attains critical power!
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow's arcane area effect hits weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! for (662 absorbed), (662 mana), (2236 ignored), 0 arcane (0 total damage).
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s spell attains critical power!
Rested for 3 turns (stop reason: taken damage).
Weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow's arcane area effect hits weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! for 2898 arcane damage.
weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! the level 50 cornac archmage was blasted to death by a weeeeeweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!'s Shadow on level 2 of Rak'shor Pride.
You carry too much--you are encumbered!
Drop some of your items.