










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 50 / 2085% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 18th Haze 122nd year of Ascendancy at 03:19 5 / 2Killed by Rak'shor, Grand Necromancer of the Pride at level 47 on the 9th Haze 123rd year of Ascendancy at 02:50 |
Primary Stats
| Strength | 24 (base 9) |
| Dexterity | 39 (base 15) |
| Constitution | 64 (base 30) |
| Magic | 149 (base 64) |
| Willpower | 116 (base 60) |
| Cunning | 116 (base 60) |
Resources
| Mana | 722/770 |
| Vim | 296/296 |
| Life | 803/803 |
| Positive | 183/227 |
| Steam | 100/100 |
| Healing Factor | 1.3493965053826 |
| Regeneration | 0.33734912634565 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 43 |
| Crit Chance | 52% |
| APR | 60 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 96 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +33% |
| Blight | +46% |
| Arcane | +176% |
| Cold | +127% |
| All | +24% |
| Lightning | +156% |
| Temporal | +61% |
| Physical | +71% |
| Fire | +121% |
| Darkness | +54% |
Offense: Damage Penetration
| Acid | +35% |
| Lightning | +70% |
| Darkness | +30% |
| Cold | +55% |
| Blight | +45% |
| Arcane | +55% |
| Fire | +55% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 30 (35.65183292883%) |
| Defense | 73 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 73 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 64%( 70%) |
| Blight | + 60%( 70%) |
| Arcane | + 66%( 70%) |
| Cold | + 70%( 70%) |
| All | + 46%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 61%( 70%) |
| Physical | + 47%( 70%) |
| Darkness | + 65%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Confusion Resistance | 10% |
| Knockback Resistance | 25% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 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 1591 damage for 7 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 191% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous 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 1296% for 10 turns (1104 total) and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower 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 278% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Thaumaturgy | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Spell / Arcane | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Energy Alteration |
| talent | Arcane Shield |
| talent | Slipstream |
| talent | Multicaster |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Disruption Shield |
| talent | Shielding |
| talent | Chant of Resistance |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 457. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 315 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. |
| Light source | Chargezephyr1.0 T5 lite [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning +6% cold +15% darkness Res.pen +5% darkness +15% lightning ----- def ----- Resists +6% lightning +10% temporal +14% darkness +13% blight +9% cold Max.HP +68.00 Def/telep +19 Res/telep +20% Dur/telep +28% ---------- misc Light +5 Infravis +6 See.Invis +13 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 44 blight damage or heals 45 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 | defender's voratun helm of blood magic (6 def, 11 armour) 3.0 T5 head armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Mag +8 Wil +10 Cun dps ---------- Spell.crit +3% Dmg.mod +10% blight +15% arcane ----- def ----- Armour +11 Defense +6 (+1 eff.) Fatigue +5% Resists +4% all Phys.save +5 (+1 eff.) Mind.save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tarrodas the elven-wood totem of stinging [power 230] (12 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +3% temporal +1% physical Blind- +20% Disease- +10% Pinning- +20% Sting an enemy dealing 285 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Polilrawen0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Mag +11 Wil +7 Cun +3 Con dps ---------- Spell.pwr +11 (+2 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +9% acid On Hit (Melee): * 20% chance to reduce armor by 49% ----- def ----- Phys.save +14 (+4 eff.) Spell.save +16 (+4 eff.) Mind.save +16 (+4 eff.) ---------- misc Light +3 Rings make your fingers look great! |
| On fingers | voratun ring 'Runysarin'0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +14 (+7 eff.) Spell.pwr +19 (+4 eff.) Mind.pwr +16 (+4 eff.) Dmg.mod +9% blight +17% all Res.pen +10% blight +10% acid On Hit (Melee): * 20% chance to reduce armor by 49% ----- def ----- Resists +3% acid +6% blight Phys.save +18 (+6 eff.) Spell.save +18 (+4 eff.) Mind.save +37 (+9 eff.) Rings make your fingers look great! |
| Around waist | drakeskin leather belt 'Siloma' 1.0 T5 belt armor [Random Unique] Nature/Psionic While equipped: Stats +4 Dex +2 Mag dps ---------- Spell.crit +4% Crit.mult +5.00% Mind.pwr +9 (+2 eff.) S.pwr/crit +2 Dmg.mod +3% blight Res.pen +10% blight Melee Ret 2 blight ----- def ----- Fatigue -16% Resists +23% lightning +14% temporal +6% blight +9% fire +9% cold +10% acid Phys.save +14 (+4 eff.) ---------- misc Max.enc +40 A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (172% power, 60 apr, lightning element) 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Mana/turn +5.00 Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. On Spell Hit: 25% Lightning 5 Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 12/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Galen's Flowing Robe (0 def, 8 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+7 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Armour +8 Resists +15% all Crit.dmg- 28.00% ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
| Cloak | Ethereal Embrace (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +30% lightning +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% Stun/Frz- +50% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.8 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell 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 452.02 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. |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Dex +8 Cun +25 Con dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +10% darkness +10% cold +25% nature +5% all Crit.dmg- 23.00% Ignore.dmg +8% Affinity +20% lightning Amulets make your neck look great! |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant (efficiency 179% / cooldown 65%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 65%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 123% / cooldown 53%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 149.34 physical damage and 216.59 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -268; dur 5; cd 25)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -268 life. The duration and life will increase by 1% for every 1% life you have lost (currently 268 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 705%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 705% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 1154%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1154% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 45%; mental; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (614.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 988.54 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, temporal, nature, fire, mind, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 temporal, 4 nature, 4 fire, 5 mind, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 14 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the titan (power 23; resist 24%; move 35%; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 35% faster, and you are invisible (power 23). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 15; resist 19%; move 40%; dur 5; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 40% faster, and you are invisible (power 15). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 1378% over 10 turns; mana 69; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1378% for 10 turns (1174 total) and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
manasurge rune of the warrior (regen 1183% over 10 turns; mana 59; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1183% for 10 turns (1008 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 83; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 5 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 1026; dur 7; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1026 damage for 7 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. |
shielding rune of the wizard (absorb 1009; dur 6; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1009 damage for 6 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. |
stormshield rune of the wizard (threshold 54; blocks 6; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous 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 54 up to 6 times. 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. |
schematic: Focus Lens0.1 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. |
schematic: Pain Suppressor Salve0.1 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. |
schematic: Poison Groove0.1 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. |
schematic: Rocket Boots0.1 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. |
schematic: Winterchill Edge0.1 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. |
Glimmerkill0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Resists +6% light +9% acid Spell.save +6 (+1 eff.) ---------- misc Light +1 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
clarifying steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% mind Confus- +24% Amulets make your neck look great! |
grounding steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
insulating steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% fire +13% cold Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (196). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
savior's gold amulet of strength (+2)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Phys.save +11 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Amulets make your neck look great! |
warmaker's stralite amulet of constitution (+8)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Str +7 Dex +6 Wil +5 Con Amulets make your neck look great! |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 273.20 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
protective voratun amulet0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +6 Defense +8 (+2 eff.) Res.Cap +5% all Phys.save +22 (+7 eff.) Amulets make your neck look great! |
voratun amulet 'Jetpulverizer'0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Dex +6 Mag +10 Cun +6 Con dps ---------- S.pwr/crit +6 Mov.spd +10% Melee+ 15 light 15 darkness Dmg.mod +6% acid +9% light +10% darkness Res.pen +15% darkness On Melee Ret: * 15% chance to reduce damage dealt by 31% * 11% chance to blind ----- def ----- Fatigue -9% Resists +9% darkness +9% acid HP.reg +5.00 ---------- misc Stam/turn +1.20 Mana/turn +0.60 Max.mana +50.00 Amulets make your neck look great! |
voratun amulet of perfection (0.40 Spell / Meta,0.40 Spell / Ice)0.1 T5 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.40 Spell/Ice +0.40 Spell/Meta Amulets make your neck look great! |
wanderer's voratun amulet0.1 T5 amulet jewelry [Ego+] Master While equipped: Stats +7 Dex +7 Cun +10 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +2.00 ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
wanderer's voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +6 Dex +9 Cun +7 Con dps ---------- Crit.mult +15.00% Mov.spd +10% Acc +7 (+3 eff.) Apr +12 ----- def ----- Fatigue -8% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
wanderer's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +10 Cun +6 Con dps ---------- Crit.mult +14.00% Spell.pwr +11 (+2 eff.) Mov.spd +10% Dmg.mod +8% blight +14% fire ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
warmaker's voratun amulet of perfection (0.21 Steamtech / Physics,0.21 Spell / Wildfire)0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +7 Str +7 Dex +7 Wil ---------- misc Masteries +0.21 Steamtech/Physics +0.21 Spell/Wildfire Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring 'Obsidiannigh'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +5% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Resists +6% darkness Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
wizard's copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 48.60 cold and 36.61 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
steel ring of aether (+11%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +11% arcane Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +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. |
Polyra0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% mind ----- def ----- Resists +15% blight Heal.mod +20% Blind- +58% Confus- +20% ---------- misc Infravis +5 See.Stealth +14 See.Invis +14 Rings make your fingers look great! |
Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Mov.spd +17% Melee+ 20 light Ranged+ 24 light Dmg.mod +21% lightning +15% light +6% arcane Res.pen +10% arcane +10% lightning Acc +9 (+4 eff.) ----- def ----- Defense +11 (+3 eff.) Blind- +29% ---------- misc Infravis +5 See.Stealth +13 See.Invis +17 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 Puts all charms on 1 cooldown Activation is instant. "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? |
gold ring 'Hellshear'0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +9 Mag +4 Wil dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +18% fire +13% temporal Res.pen +10% light +5% fire ----- def ----- Resists +9% fire +13% temporal Spell.save +6 (+1 eff.) ---------- misc Light +3 Rings make your fingers look great! |
savage's gold ring of arcana (+0.10/turn)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con ----- def ----- Spell.save +13 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Max.stam +15.00 Rings make your fingers look great! |
savage's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +13 (+3 eff.) Max.HP +27.00 Disarm- +21% Pinning- +23% Knockbk- +25% ---------- misc Max.stam +15.00 Rings make your fingers look great! |
Emuba the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +8 Wil +17 Cun +6 Con dps ---------- Mind.pwr +13 (+3 eff.) Melee+ 29 physical Ranged+ 29 physical Dmg.mod +6% acid On Hit (Melee): * 22% chance to reduce armor by 49% * 18% chance to reduce all saves and defense by 39 On Hit (Ranged): * 18% chance to reduce all saves and defense by 39 ----- def ----- Resists +3% darkness Phys.save +12 (+4 eff.) Die.at -60.00 life Max.HP +20.00 Poison- +22% ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's stralite ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +10 (+2 eff.) Rings make your fingers look great! |
conjurer's stralite ring of fire (+28%)0.1 T4 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +14% fire ----- def ----- Resists +28% fire Rings make your fingers look great! |
painweaver's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +17 (+8 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +6% all ----- def ----- Max.HP +76.00 HP.reg +11.00 Heal.mod +15% Rings make your fingers look great! |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 189.01 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +8% physical Acc +10 (+5 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 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) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal 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. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+5 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
gladiator's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Str +6 Cun +7 Con dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 19 physical Ranged+ 18 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 39 On Hit (Ranged): * 10% chance to reduce all saves and defense by 39 ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
gladiator's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +7 Str +10 Con dps ---------- Phys.pwr +9 (+4 eff.) Acc +12 (+6 eff.) Apr +16 ----- def ----- Defense +13 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's voratun ring of warding0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Resists +26% acid +21% fire +24% lightning +23% cold Rings make your fingers look great! |
pixie's voratun ring of blight (+16%)0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +4 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +16% blight ----- def ----- Resists +16% blight Rings make your fingers look great! |
savage's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +4 Con ----- def ----- Spell.save +14 (+3 eff.) ---------- misc Max.stam +29.00 Rings make your fingers look great! |
savior's voratun ring of speed0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +19% Acc +11 (+5 eff.) ----- def ----- Defense +7 (+2 eff.) Phys.save +12 (+4 eff.) Spell.save +13 (+3 eff.) Mind.save +18 (+5 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
sneakthief's voratun ring of speed0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +8 Cun +8 Dex dps ---------- Mov.spd +25% Acc +28 (+12 eff.) ----- def ----- Defense +12 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
voratun fire opal ring0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mov.spd +17% Dmg.mod +10% all Acc +10 (+5 eff.) ----- def ----- Defense +15 (+4 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
voratun ring0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +12 (+6 eff.) Apr +13 ----- def ----- Defense +13 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Sunwrest (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +5 Cun +5 Con dps ---------- Spell.crit +14% Crit.mult +18.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness +15% fire ----- def ----- Resists +9% acid +6% fire ---------- misc N.En/turn +0.20 Vim/s.crit +6.00 Max.vim +35.00 Max.N.En +32.00 Talents +1 Command Staff On Spell Hit: 10% Earthen Missiles 4 Staves designed for wielders of magic, by the greats of the art. |
Velinor the Fogwinnow (129% power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% Crit.mult +25.00% Spell.pwr +22 (+4 eff.) Melee+ 17 fire Dmg.mod +25% arcane +15% darkness ---------- misc Max.mana +62.00 Max.P.En +5.00 Max.N.En +5.00 See.Invis +13 Talents +1 Command Staff On Spell Hit: 10% Manathrust 3 Staves designed for wielders of magic, by the greats of the art. |
Eilinivea the dragonbone magestaff (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +54% arcane Res.pen +15% arcane +15% acid ----- def ----- Resists +9% acid ---------- misc Mana/turn +0.37 Max.mana +100.00 Max.psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Swampwend (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +25 Mag +16 Wil +17 Cun dps ---------- Spell.crit +18% Crit.mult +18.00% Spell.pwr +25 (+5 eff.) S.pwr/crit +9 Dmg.mod +30% arcane Res.pen +5% darkness Melee Ret 4 nature ----- def ----- Resists +12% nature ---------- misc Mana/turn +0.00 Hate/m.crit +2.00 Max.mana +89.00 Max.hate +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone magestaff of wizardry (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Mag +3 Wil +2 Cun +1 Con dps ---------- Spell.crit +5% Crit.mult +26.00% Spell.pwr +22 (+4 eff.) Dmg.mod +30% arcane ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.mana +100.00 Max.vim +37.00 Max.N.En +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of breaching (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +32.00% Spell.pwr +22 (+4 eff.) Melee+ 20 fire Dmg.mod +30% cold Res.pen +15% cold ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff of channeling (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +34 (+6 eff.) Dmg.mod +30% cold ----- def ----- HP.reg +0.50 Heal.mod +22% ---------- misc Mana/turn +0.37 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 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. |
Scorpionnigh (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +18 Con dps ---------- Mind.crit +4% Mind.pwr +10 (+2 eff.) Dmg.mod +53% nature +30% fire ----- def ----- Resists +45% fire +15% nature +15% all Poison- +86% Disease- +74% ---------- misc Equi/ret +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shiverrain (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) Dmg.mod +28% acid +19% physical +30% darkness +12% cold +30% mind Res.pen +15% acid +17% physical +17% darkness +5% cold ----- def ----- Resists +60% acid +30% mind +15% all ---------- misc Max.hate +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +16% blight +14% darkness +15% mind +15% all Phys.save +12 (+4 eff.) Spell.save +17 (+4 eff.) Mind.save +32 (+8 eff.) Max.HP +68.00 HP.reg +5.70 Heal.mod +26% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather belt 'Yvanne'1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +20 (+5 eff.) Res.pen +15% arcane ----- def ----- Spell.save +8 (+2 eff.) Mind.save +15 (+4 eff.) ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Max.hate +4.00 Size +1 A belt that goes around your waist. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Fatigue +0% Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Confus- +20% ---------- misc Max.enc +0 A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
insulating drakeskin leather belt of containment1.0 T5 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Fatigue +0% Resists +8% fire +9% cold Anom.red +13 Max.HP +86.00 ---------- misc Max.enc +0 Max.mana +61.00 Max.stam +50.00 Max.hate +17.00 Max.psi +24.00 Max.vim +35.00 Max.P.En +34.00 Max.N.En +36.00 A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 1184.94 cold damage and condensing the air into freezing vapors that deal 394.98 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+6 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
battlemaster's elven-silk cloak of implacability (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +4 Con ----- def ----- Defense +3 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +8 (+2 eff.) Die.at -50.00 life ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Ivynne' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Wil +3 Cun +2 Con dps ---------- Mind.crit +6% Phys.pwr +20 (+10 eff.) Dmg.mod +19% darkness Res.pen +13% darkness ----- def ----- Defense +3 (+1 eff.) Resists +6% blight +6% temporal +17% darkness Stealth +11 Disease- +20% ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of conjuring (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Crit.mult +24.00% Spell.pwr +7 (+2 eff.) Dmg.mod +13% arcane Res.pen +12% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save +15 (+3 eff.) ---------- misc Max.mana +131.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Gloromita the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +6 Dex +3 Cun +13 Lck dps ---------- Phys.crit +9.0% Phys.pwr +11 (+5 eff.) Apr +22 ----- def ----- Armour +5 Resists +9% blight +12% light Crit.dmg- 5.00% Stealth +10 ---------- misc See.Invis +6 A pair of boots made of leather. |
wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +6 Cun +5 Con dps ---------- Mov.spd +25% ----- def ----- Armour +5 Phys.save +17 (+5 eff.) Mind.save +22 (+6 eff.) A pair of boots made of leather. |
Ereledur the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Cun dps ---------- Res.pen +15% mind +10% arcane Melee Ret 10 mind ----- def ----- Armour +4 Fatigue +3% Resists +11% fire +10% cold ---------- misc Hate/m.crit +4.00 Max.hate +8.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Phys.save +0 (+0 eff.) Silence- +46% Confus- +47% Pinning- +0% Stun/Frz- +36% Knockbk- +0% Teleport- +0% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shimmerrain (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% arcane Res.pen +10% arcane Melee Ret 4 lightning ----- def ----- Armour +2 Resists +9% mind Max.HP +40.00 HP.reg +2.00 ---------- misc Stam/turn +0.90 Vim/s.crit +2.00 Max.stam +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Maluzilagen the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Master While equipped: Stats +7 Str +3 Dex +1 Mag +2 Cun +9 Con dps ---------- Phys.pwr +16 (+8 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 39 ----- def ----- Armour +3 Resists +3% mind Phys.save +50 (+14 eff.) Spell.save +14 (+3 eff.) Mind.save +18 (+5 eff.) Disarm- +100% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Disarm- +0% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
eldritch cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +1.30 Mana/ret +1.20 Max.mana +44.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
defender's drakeskin leather hat (7 def, 12 armour)2.0 T5 head armor [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +7 (+2 eff.) Fatigue +5% Resists +5% all Phys.save +9 (+3 eff.) A hat made of leather. Very stylish. |
elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +7 Mag +6 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal 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... |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+10 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+10 eff.) ----- def ----- Defense +10 (+2 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil +3 Cun dps ---------- Spell.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +8% blight +11% arcane Melee Ret 10 vim draining blight On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Resists +12% cold Mind.save +0 (+0 eff.) HP.reg +2.00 Silence- +0% ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 22% and all saves by 37, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
29 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
31 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
35 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
24 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
28 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
490 alchemist agate0.0 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. |
69 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Lightningbender2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +20% lightning Melee Ret 2 mind ----- def ----- Resists +3% lightning Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of corpselight0.0 T3 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +11 (+2 eff.) ----- def ----- Resists +7% blight +10% darkness ---------- misc Light +6 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 44 blight damage or heals 45 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of the sun0.0 T3 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +7% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +9 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 293.91 light damage. At talent level 3 you gain 45% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% blight Max.HP +59.00 HP.reg +1.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Betitha the dwarven lantern1.0 T5 lite [Rare] Master While equipped: Stats +14 Mag dps ---------- Res.pen +27% mind ----- def ----- Resists +30% acid ---------- misc Light +13 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Snowgrinder1.0 T5 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% mind +15% cold On Hit (Melee): * 22% chance to reduce all saves and defense by 39 ----- def ----- Resists +21% acid +18% fire +12% cold +12% blight Phys.save +12 (+4 eff.) Heal.mod +30% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of the moons1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +15% all Apr +10 ----- def ----- Resists +7% light Affinity +5% darkness ---------- misc Light +7 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 382.40 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 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. |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun white light emitter0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% light ---------- misc Light +5 See.Stealth +10 Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 61] amazing fiery salve [power 61]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 278% efficiency and 65% cooldown modifier. Remove 3 magical effects and grants a fiery aura (61% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 61] amazing frost salve [power 61]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 278% efficiency and 65% cooldown modifier. Remove 3 physical effects and grants a frost aura (61% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 882] amazing healing salve [power 882]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 278% efficiency and 65% cooldown modifier. Heal 882 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 772] amazing pain suppressor salve [power 772]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 278% efficiency and 65% cooldown modifier. Let you fight up to -772 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 61] amazing water salve [power 61]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 278% efficiency and 65% cooldown modifier. Remove 3 mental effects and grants a water aura (61% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
voratun pickaxe of quickening (dig speed 19 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 987.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Brightwyrd [power 75] (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% light Res.pen +15% light Melee Ret 4 nature Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 34% for 2 turns. 100% to heal for 42. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of clear mind [power 3] (17 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield [power 159] (25 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 159 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Rotblow the elven-wood totem of healing [power 338] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% acid +9% nature Res.pen +20% acid +5% nature ----- def ----- Resists +6% nature Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 15 cooldown 100% to increase all damage by 23% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 400.89 temporal and 383.46 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
dragonbone wand of shielding 'Glimmerreek' [power 512] (20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Defense +10 (+2 eff.) Resists +6% lightning +3% temporal HP.reg +2.00 Pinning- +20% ---------- misc Wards +5 blight +5 temporal +5 mind +5 fire Talents +1 Ward Create a shield absorbing up to 964 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 39% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing dragonbone wand of clairvoyance [power 14] (15 cooldown)2.0 T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 14, power 105 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing dragonbone wand of shielding [power 512] (20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 964 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 20 cooldown 100% to heal for 75. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Doam the Doomelf Archmage level 29
8th Decay 122nd year of Ascendancy at 17:21 see stats
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Doam the Doomelf Archmage level 29
71st Haze 122nd year of Ascendancy at 20:57 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Doam the Doomelf Archmage level 50
35th Haze 123rd year of Ascendancy at 10:36 see stats
Against all odds
Killed Ukruk in the ambush.By Doam the Doomelf Archmage level 29
69th Haze 122nd year of Ascendancy at 13:18 see stats
Arachnophobia
Destroyed the spydric menace.By Doam the Doomelf Archmage level 38
25th Pyre 123rd year of Ascendancy at 11:42 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Doam the Doomelf Archmage level 36
22nd Pyre 123rd year of Ascendancy at 01:25 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Doam the Doomelf Archmage level 45
58th Dusk 123rd year of Ascendancy at 10:37 see stats
Brave new world
Went to the Far East and took part in the war.By Doam the Doomelf Archmage level 34
13rd Pyre 123rd year of Ascendancy at 06:43 see stats
Bringer of Doom
Killed a Bringer of Doom.By Doam the Doomelf Archmage level 18
71st Dusk 122nd year of Ascendancy at 12:14 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Doam the Doomelf Archmage level 14
35th Dusk 122nd year of Ascendancy at 15:20 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Doam the Doomelf Archmage level 33
9th Pyre 123rd year of Ascendancy at 03:05 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Doam the Doomelf Archmage level 41
49th Pyre 123rd year of Ascendancy at 11:13 see stats
Earth Master
Killed Harkor'Zun.By Doam the Doomelf Archmage level 22
9th Haze 122nd year of Ascendancy at 06:33 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Doam the Doomelf Archmage level 50
48th Regrowth 124th year of Ascendancy at 16:49 see stats
Exterminator
Killed 1000 creatures.By Doam the Doomelf Archmage level 18
70th Dusk 122nd year of Ascendancy at 03:42 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Doam the Doomelf Archmage level 25
42nd Haze 122nd year of Ascendancy at 01:46 see stats
Fear me not!
Survived the Fearscape!By Doam the Doomelf Archmage level 46
7th Haze 123rd year of Ascendancy at 14:18 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Doam the Doomelf Archmage level 50
58th Haze 123rd year of Ascendancy at 03:23 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Doam the Doomelf Archmage level 49
24th Haze 123rd year of Ascendancy at 02:49 see stats
Guiding Hand
Saved all escorted adventurers.By Doam the Doomelf Archmage level 32
5th Pyre 123rd year of Ascendancy at 08:24 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Doam the Doomelf Archmage level 5
77th Pyre 122nd year of Ascendancy at 23:29 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doam the Doomelf Archmage level 29
6th Decay 122nd year of Ascendancy at 12:29 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Doam the Doomelf Archmage level 37
22nd Pyre 123rd year of Ascendancy at 11:57 see stats
Level 10
Got a character to level 10.By Doam the Doomelf Archmage level 10
2nd Summertide 122nd year of Ascendancy at 08:51 see stats
Level 20
Got a character to level 20.By Doam the Doomelf Archmage level 20
74th Dusk 122nd year of Ascendancy at 14:38 see stats
Level 30
Got a character to level 30.By Doam the Doomelf Archmage level 30
37th Regrowth 123rd year of Ascendancy at 17:24 see stats
Level 40
Got a character to level 40.By Doam the Doomelf Archmage level 40
46th Pyre 123rd year of Ascendancy at 15:15 see stats
Level 50
Got a character to level 50.By Doam the Doomelf Archmage level 50
33rd Haze 123rd year of Ascendancy at 15:12 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Doam the Doomelf Archmage level 21
76th Dusk 122nd year of Ascendancy at 11:40 see stats
Orcrist
Killed the leaders of the Orc Pride.By Doam the Doomelf Archmage level 50
55th Haze 123rd year of Ascendancy at 20:42 see stats
Poisonous
Sided with the assassin lord.By Doam the Doomelf Archmage level 23
22nd Haze 122nd year of Ascendancy at 08:59 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Doam the Doomelf Archmage level 48
15th Haze 123rd year of Ascendancy at 14:11 see stats
Size is everything
Did over 1500 damage in one attack.By Doam the Doomelf Archmage level 38
35th Pyre 123rd year of Ascendancy at 16:55 see stats
Size matters
Did over 600 damage in one attack.By Doam the Doomelf Archmage level 16
63rd Dusk 122nd year of Ascendancy at 13:42 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Doam the Doomelf Archmage level 34
10th Pyre 123rd year of Ascendancy at 02:24 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Doam the Doomelf Archmage level 50
48th Regrowth 124th year of Ascendancy at 16:47 see stats
The Arena
Unlocked Arena mode.By Doam the Doomelf Archmage level 10
3rd Summertide 122nd year of Ascendancy at 00:37 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Doam the Doomelf Archmage level 50
56th Haze 123rd year of Ascendancy at 09:11 see stats
The Sun Still Shines
Aeryn survived the last battle.By Doam the Doomelf Archmage level 50
48th Regrowth 124th year of Ascendancy at 16:49 see stats
The bigger the better!
Did over 3000 damage in one attack.By Doam the Doomelf Archmage level 50
41st Regrowth 124th year of Ascendancy at 16:57 see stats
The secret city
Discovered the truth about mages.By Doam the Doomelf Archmage level 8
8th Mirth 122nd year of Ascendancy at 14:15 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Doam the Doomelf Archmage level 41
56th Pyre 123rd year of Ascendancy at 23:51 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Doam the Doomelf Archmage level 29
69th Haze 122nd year of Ascendancy at 05:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Doam the Doomelf Archmage level 18
71st Dusk 122nd year of Ascendancy at 07:55 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Doam the Doomelf Archmage level 28
68th Haze 122nd year of Ascendancy at 02:54 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Doam the Doomelf Archmage level 50
31st Regrowth 124th year of Ascendancy at 09:08 see stats
Log
You gain 5.88 gold from the melting of hateful voratun mace of corruption (158% power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 14.39 gold from the melting of enhanced voratun longsword of erosion (153% power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 8.18 gold from the melting of plaguebringer's voratun greatmaul (183% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 3.25 gold from the melting of voratun battleaxe of phasing (172% power, 28 apr).
You gain 2.36 gold from the melting of shielding rune (absorb 859; dur 9; cd 16).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
--------------------------------
Saving done.
Doam switches her weapons to: Swampwend.
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Doam wears (replacing Swampwend (136% power, 6 apr, arcane element) ): Awakened Staff of Absorption (172% power, 60 apr, lightning element).
You detach perfect mana coil from your Swampwend (136% power, 6 apr, arcane element).
You attach perfect mana coil to your Awakened Staff of Absorption (172% power, 60 apr, lightning element) .
Talent Command Staff is ready to use.
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Lore found: first mural painting
You can read all your collected lore in the game menu, by pressing Escape.
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Galen's Flowing Robe activates and resets Doam's Disruption Shield cooldown!
Galen's Flowing Robe activates and resets Doam's Feather Wind cooldown!
Galen's Flowing Robe activates and resets Doam's Multicaster cooldown!







































































































































































































