








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Golem Can Pass 1.6.0Fixes an apparent bug in game releases 1.6.0 thru 1.7.6, restoring the ability of Alchemist golems (and other NPCs) to displace and push past non-hostile NPCs. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate/hope that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Everyone Options 1.4.5Starts characters off with category points instead of categories known. TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Alternate Merchants 1.7.0Adds the forge-giant item crafting system from Hammer of Urh'Rok to Age of Ascendancy. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Utility Supplies 1.7.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Activatable Object Cleanup 1.7.0Prevents and cleans up orphaned "activate-object" talents for objects activatable from inventory that you transmogrified from the transmogrification chest. Encouraged for players who use the Utility Supplies addon. Also available as part of the Bugnibus Bugfix Pack. Items Vault 1.7.6Donators/Buyers bonus! Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Water Purification 1.7.0Fixes a bug in the Lost Knowledge quest, restoring the intended effect that the poison water in the Valley of the Moon will be purified to regular water when the quest is successfully completed. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This 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 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. Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 67 / 19% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 62 (base 10) |
| Dexterity | 66 (base 10) |
| Constitution | 77 (base 67) |
| Magic | 183 (base 77) |
| Willpower | 123 (base 77) |
| Cunning | 107 (base 77) |
Resources
| Life | 1528/1528 |
| Mana | 640/640 |
| Healing Factor | 1.0025 |
| Regeneration | 7.619 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +72.067126103947% |
| Spell | 0% |
| Global | +142.3167298526% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 12 |
| See Stealth | 125.28873456314 |
| See Invisible | 157.28873456314 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 57 |
| Crit Chance | 56% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 107 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +255% |
| Acid | +60% |
| Nature | +62% |
| Cold | +91% |
| Mind | +47% |
| Physical | +48% |
| Fire | +61% |
| All | +26% |
Offense: Damage Penetration
| Lightning | +136% |
| Darkness | +50% |
| Blight | +45% |
| Arcane | +45% |
| Mind | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 15 (73.607947236566%) |
| Defense | 83 |
| Ranged Defense | 95 |
| Fatigue | 0 |
| Physical Save | 69 |
| Spell Save | 82 |
| Mental Save | 72 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 52%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 58%( 70%) |
| Temporal | + 56%( 70%) |
| Physical | + 53%( 70%) |
| Mind | + 55%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 27% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 38% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1429 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 426 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 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 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 2.5 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 2081 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 492 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Spell / Temporal | 1.70 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Spell / Air | 2.10 |
| 6/5 |
| 6/5 |
| 5/5 |
| 6/5 |
| Spell / Arcane | 1.70 |
| 5/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Spell / Storm | 1.70 |
| 5/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
| Cunning / Survival | 1.40 |
| 6/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Technique / Combat training | 1.00 |
| 6/5 |
| 0/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.70 |
| 1/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Technique / Conditioning | 1.00 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Energy Alteration |
| talent | Aether Permeation |
| talent | Arcane Shield |
| talent | Feather Wind |
| talent | Thunderstorm |
| talent | Arcane Power |
| talent | Tempest |
| talent | Phantasmal Shield |
| talent | Essence of Speed |
| talent | Spellcraft |
| talent | Shielding |
| talent | Disruption Shield |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff and tried to steal it from you. You told them nothing and vanquished them. You have advised the elders in Last Hope of these events. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +8. | done |
You failed to protect the lone alchemist from death by Isleta the yellow ooze. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +8. | done |
You failed to protect the lone alchemist from death by Ce'Naravena the losselhing. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 2393. | 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 the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin 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 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 taken some orbs of command from the leaders of the Orc Prides. Apparently they are 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. * You have used the Orb of Destruction on an orb pedestal (destruction). * You have used the Orb of Undeath on an orb pedestal (undeath). * You have used the Dragon Orb on an orb pedestal (dragon). * You have used the Elemental Orb on an orb pedestal (elements). You have used all four Orbs of Command. The loud sound you heard from ahead suggests that the shield is down and the way to the High Peak is open. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 your homeland for you. There and back again* He will need a Blood-Runed Athame and a Resonating Diamond to do this; he suggests looking for them in the Vor Armory to the northeast of the Gates of Morning, and tells you of a back entrance. * You have found a Blood-Runed Athame in the Vor Armory, and a Resonating Diamond in Briagh's lair. * The portal is now functional and can be used to go back, although, like all portals, it is one-way only. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. * You defeated the Assassin Lord and rescued the lost merchant. He gave you 8 gold and invited you to visit his shop in Last Hope. | done |
Equipment
| On feet | Festerripper (15 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Dmg.mod +12% lightning +18% nature Acc +10 (+3 eff.) Apr +8 ----- def ----- Armour +3 Defense +15 (+3 eff.) Resists +6% nature Phys.save +9 (+2 eff.) ---------- misc Stam/turn +3.00 A pair of boots made of leather. This object's appearance was changed to Aetherwalk. |
| Light source | dwarven lantern 'Strikemaster'0.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Mag dps ---------- Spell.pwr +17 (+3 eff.) Dmg.mod +12% lightning Res.pen +10% mind ----- def ----- Defense +12 (+2 eff.) Phys.save +13 (+3 eff.) Spell.save +20 (+4 eff.) Mind.save +32 (+8 eff.) Blind- +38% Confus- +27% ---------- misc Psi/ret +0.08 Light +13 See.Stealth +24 See.Invis +25 Track: Puts all charms on 33 cooldown Level 4.9 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | 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. |
| Tool | Belodheratira the Flashtrial (dig speed 24 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +8 Str dps ---------- Dmg.mod +21% lightning Res.pen +25% darkness ----- def ----- Fatigue -10% Resists +21% acid +3% physical +9% temporal Crit.chn- 15.00% Die.at -60.00 life Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Thundersweeper0.1 T5 ring jewelry [Rare] Master While equipped: Stats +8 Cun +4 Wil dps ---------- Dmg.mod +18% nature +21% mind Res.pen +30% lightning On Hit (Melee): * 24% chance to slow global speed by 67% ----- def ----- Resists +21% lightning HP.reg +6.00 Stun/Frz- +44% ---------- misc Equi/ret +0.16 Psi/ret +0.12 Hate/m.crit +6.00 Rings make your fingers look great! |
| On fingers | Salatha the Shimmerkin0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +27% lightning Res.pen +10% lightning Melee Ret 10 lightning 10 fire ---------- misc Light +3 Rings make your fingers look great! |
| Around waist | Harilatharin the Lightningmarrow1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +21% lightning Res.pen +15% lightning Melee Ret 6 mind ----- def ----- Resists +3% lightning +6% mind +12% light Phys.save +10 (+3 eff.) ---------- misc Light +3 A belt that goes around your waist. |
| In main hand | Windborne Azurite staff (136% power, 6 apr, lightning 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 +8 Cun +8 Dex dps ---------- Spell.crit +14% Crit.mult +40.00% Spell.pwr +21 (+4 eff.) Mov.spd +15% Melee+ 27 fire Dmg.mod +50% lightning ----- def ----- Ignore.dmg +8% Affinity +20% lightning ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Cuthyrig the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +9 Wil dps ---------- Dmg.mod +9% acid Res.pen +20% blight +20% arcane Acc +19 (+5 eff.) ----- def ----- Armour +2 Resists +6% acid ---------- misc Max.mana +60.00 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. This object's appearance was changed to Crystle's Astral Bindings. |
| Main armor | stormwoven elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Str +8 Mag +8 Wil dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +24% lightning +22% physical +30% cold +19% all ----- def ----- Resists +14% lightning +14% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Prothotipe's Prismatic Eye cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +11 Mag +7 Wil +5 Con dps ---------- Spell.crit +6% Dmg.mod +10% lightning +10% fire +10% cold ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+1 eff.) ---------- misc Max.mana +48.00 Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Blazewinnow0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +3 Mag +3 Wil +3 Cun dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +12% nature Crit.chn- 15.00% Phys.save +19 (+5 eff.) Spell.save +17 (+3 eff.) Mind.save +18 (+5 eff.) ---------- misc See.Invis +21 Amulets make your neck look great! |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
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 127.48 physical damage and 279.07 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. |
Primal Infusion (affinity 22%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 407; cd 13)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 407 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 536%; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 536% 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 wizard (speed 1031%; cd 10)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 1031% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 1077%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1077% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 828; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 828 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 745; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 745 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 828; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 828 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 776; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 776 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 733; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 733 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
42 infusion patches of clearing0.1 T1 infusion-patch scroll [Normal] Nature Cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
7 infusion patches of lesser healing0.1 T2 infusion-patch scroll [Normal] Nature Heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
9 infusion patches of extra healing0.1 T4 infusion-patch scroll [Normal] Nature Heal yourself for 400 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
15 infusion patches of greater healing0.1 T5 infusion-patch scroll [Normal] Nature Heal yourself for 500 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
6 infusion patches of lesser speed0.1 T3 infusion-patch scroll [Normal] Nature Increase global speed by 20% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
5 infusion patches of speed0.1 T4 infusion-patch scroll [Normal] Nature Increase global speed by 35% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
19 infusion patches of greater speed0.1 T5 infusion-patch scroll [Normal] Nature Increase global speed by 50% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
blink rune of the wizard (range 11; phase 33; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. 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. |
blink rune of the wizard (range 10; phase 33; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. 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. |
blink rune of the wizard (range 15; phase 36; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 15 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 15 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. 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. |
blink rune of the wizard (range 11; phase 32; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. 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. |
Rune of the Rift (642.00 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 808.92 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, darkness, fire)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: 5 acid, 3 physical, 5 darkness, 3 fire 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. |
shatter afflictions rune of the wizard (absorb 439; cd 13)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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 439 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 547; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 4 turns and blocking 547 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 1294; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 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 create a protective shield absorbing at most 1294 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 1654; dur 6; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 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 1654 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. Press to compare to your current inscriptions |
stormshield rune (threshold 46; blocks 3; dur 4; cd 17)0.1 rune scroll [Normal] 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 46 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 203; cd 10)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 203 with a minimum range of 15. 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. |
4 scrolls of phase door0.1 T1 scroll [Normal] Arcane Teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! |
17 scrolls of teleportation0.1 T2 scroll [Normal] Arcane Teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! |
5 scrolls of controlled phase door0.1 T4 scroll [Normal] Arcane Teleport in a semi-controlled fashion in a range of 10. Magical scrolls can have wildly different effects! |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Splendourwinnow the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +15% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 39 ----- def ----- Resists +14% lightning +3% light +3% mind Stun/Frz- +26% ---------- misc Light +3 Amulets make your neck look great! |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.11 Max.mana +23.00 Amulets make your neck look great! |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+1 eff.) Unleash a destructive wail, destroying terrain and dealing 1182.52 physical damage (based on Magic) in a radius of 3. Uses 49 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
Ragistir the Infernospawn0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +15% fire Res.pen +5% arcane +5% fire Acc +7 (+2 eff.) Melee Ret 6 arcane ----- def ----- Resists +9% mind Rings make your fingers look great! |
Cyrileta the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag +6 Wil +3 Cun dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Armour +4 Defense +10 (+2 eff.) Resists +15% mind Crit.chn- 15.00% Pinning- +20% ---------- misc See.Invis +15 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. |
Layelle0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Cun ----- def ----- Defense +27 (+5 eff.) Resists +9% darkness Die.at -80.00 life Disarm- +20% ---------- misc See.Invis +12 Rings make your fingers look great! |
sneakthief's gold ring of lightning (+28%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Dmg.mod +14% lightning Acc +8 (+2 eff.) ----- def ----- Resists +28% lightning 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 voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +15 (+3 eff.) Rings make your fingers look great! |
ash magestaff of the prodigy (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil +7 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) S.pwr/crit +6 Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nimbuscrypt the yew magestaff (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str +4 Wil +1 Cun dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +26% lightning ----- def ----- Crit.chn- 15.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of wizardry (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+3 eff.) Dmg.mod +20% lightning ---------- misc Mana/turn +0.18 Max.mana +95.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's elven-wood magestaff of breaching (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego++] 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 +4 Cun +4 Con dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% lightning Res.pen +12% lightning ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +35.00 Max.N.En +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of the prodigy (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane/Master 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 +12 Mag +9 Wil +12 Cun dps ---------- Spell.crit +13% Crit.mult +10.00% Spell.pwr +12 (+2 eff.) S.pwr/crit +6 Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of wizardry (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane/Master 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 +14% Crit.mult +15.00% Spell.pwr +18 (+3 eff.) Dmg.mod +25% lightning ---------- misc Max.mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Eclipse. |
infernal elven-wood magestaff of fate (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] 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: dps ---------- Spell.crit +9% Crit.mult +27.00% Spell.pwr +20 (+4 eff.) Melee+ 19 fire Dmg.mod +25% lightning ----- def ----- Phys.save +7 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +11 (+3 eff.) ---------- misc See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, arcane 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 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 162 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
dragonbone starstaff 'Burnrebel' (148% power, 6 apr, light element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 149% 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 +3 Str +2 Dex +17 Mag +13 Wil +14 Cun dps ---------- Phys.crit +2.0% Spell.crit +16% Crit.mult +19.00% Spell.pwr +19 (+3 eff.) S.pwr/crit +8 Dmg.mod +39% light +9% physical ----- def ----- Defense +10 (+2 eff.) Resists +3% fire Phys.save +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Gunetoldir' (136% power, 6 apr, darkness 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 +4 Mag dps ---------- Spell.crit +20% Crit.mult +14.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness Res.pen +20% blight ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone magestaff of the prodigy (136% power, 6 apr, lightning 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 +20 Mag +16 Wil +16 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) S.pwr/crit +8 Dmg.mod +30% lightning ---------- misc Talents +1 Command Staff On Spell Hit: 10% Earthen Missiles 5 Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
arcing voratun battleaxe of rage (171% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Master Power 172% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 157 damage While equipped: Stats +13 Str dps ---------- Dmg.mod +16% physical Acc +24 (+6 eff.) Massive two-handed battleaxes. |
Astelrid's Clubstaff (156% power, 4 apr)5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 156% Range: 1.5x Uses 40% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% nature ----- def ----- Heal.mod +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
voratun greatmaul of evisceration (183% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Master Power 183% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +20.0% Phys.pwr +20 (+6 eff.) Massive two-handed mauls. |
blazebringer's voratun greatsword (171% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Nature Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +112 fire While equipped: dps ---------- All.spd +13% Res.pen +35% fire Massive two-handed swords. |
voratun longsword of projection (154% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Psionic Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
elemental voratun waraxe of amnesia (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Arcane/Psionic Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 157 lightning damage (1/turn) * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +30% lightning One-handed war axes. |
caustic voratun dagger (149% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +43 acid +39 nature While equipped: dps ---------- Res.pen +24% acid +24% nature Apr +11 Sharp, short and deadly. |
Eye of Winter (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
acidic voratun shield (0 def, 10 armour, 195 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 acid Melee Ret 14 acid ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
spellwoven mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +17 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Spell.save +25 (+5 eff.) Decaying mummy wrappings. |
stormwoven mummy wrappings of nature (+8%) (5 def, 2 armour)6.0 T4 mummy armor [Ego+] Nature While equipped: Stats +8 Str +12 Mag +6 Wil dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +20% lightning +13% physical +15% darkness +31% cold +15% arcane +22% nature ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +8% lightning -25% fire +33% nature +11% cold Decaying mummy wrappings. |
stormwoven woollen robe of lightning (+34%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +30% lightning +13% physical +15% cold ----- def ----- Resists +34% lightning +9% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of lightning (+32%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +31% lightning +11% physical +14% cold ----- def ----- Resists +32% lightning +6% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +2% Spell.pwr +15 (+3 eff.) Dmg.mod +7% temporal +8% arcane +8% all ----- def ----- Resists +11% all ---------- misc Max.mana +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+4 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 2.5 Pwr.cost 41 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
stormwoven silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +7 Wil dps ---------- Dmg.mod +16% lightning +13% physical +15% cold ----- def ----- Resists +8% lightning +9% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Silk Current. |
dispeller's elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +11% lightning +12% darkness +11% light +10% blight +11% fire +11% cold +15% all Phys.save +17 (+4 eff.) Spell.save +40 (+8 eff.) Mind.save +19 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +7 Str +7 Mag +7 Wil dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +24% lightning +25% physical +25% cold +20% all ----- def ----- Resists +10% lightning +13% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
marauder's drakeskin leather armour of Eyal (25 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +6 Str +9 Dex ----- def ----- Armour +8 Defense +25 (+5 eff.) Fatigue +8% Phys.save +14 (+4 eff.) Max.HP +54.00 HP.reg +10.00 Heal.mod +20% A suit of armour made of leather. |
fearforged voratun mail armour of cold resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +9 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +23% Resists +30% cold +15% fire +11% darkness -15% light Phys.save +10 (+3 eff.) Spell.save +9 (+1 eff.) Mind.save +9 (+3 eff.) A suit of armour made of mail. |
fortifying voratun plate armour of clarity (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +7 Str +6 Con ----- def ----- Armour +16 Fatigue +22% Resists +7% mind Mind.save +19 (+5 eff.) Max.HP +82.00 A suit of armour made of metal plates. |
hardened voratun plate armour of delving (0 def, 25 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Master While equipped: Stats +9 Str ----- def ----- Armour +25 Fatigue +22% Resists +13% acid +22% physical +19% darkness +12% fire +12% lightning +13% cold ---------- misc Light +2 Track: Puts all charms on 25 cooldown Level 4.9 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +3 Cun +6 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +5 Mana/turn +0.16 Max.mana +34.00 Infravis +3 A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+1 eff.) ---------- misc Max.mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 41 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. |
restorative elven-silk cloak of Eldoral (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Defense +3 (+1 eff.) Resists +19% nature +18% blight HP.reg +10.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Frigidstun (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% S.pwr/crit +10 ----- def ----- Armour +3 Resists +9% mind +6% cold Silence- +31% Confus- +27% Stun/Frz- +26% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
Xerawe the Daysear (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +6% lightning ----- def ----- Armour +3 Fatigue -7% Resists +9% acid +9% cold +9% darkness +9% temporal Max.HP +40.00 ---------- misc Stam/turn +0.40 Light +3 A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +5 Phys.save +13 (+3 eff.) Spell.save +14 (+2 eff.) Mind.save +15 (+4 eff.) ---------- misc Stam/turn +1.20 Max.stam +37.00 A pair of boots made of leather. |
insulating pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Resists +14% fire +15% cold ---------- misc Stam/turn +1.30 Max.stam +37.00 A pair of boots made of leather. |
scholar's pair of voratun boots of force (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +16 (+5 eff.) Spell.pwr +20 (+4 eff.) Mind.pwr +16 (+4 eff.) ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Con dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Phys.save +25 (+6 eff.) Mind.save +19 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.5 Pwr.cost 20 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 370.52 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 212.94 arcane damage and stunned). Uses 81 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Shadowwing the cashmere wizard hat (17 def, 4 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +13% lightning +12% darkness ----- def ----- Armour +4 Defense +17 (+3 eff.) Resists +19% lightning ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... This object's appearance was changed to Cloud Caller. |
aegis cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Shield.pwr +7% HP.reg +1.80 A pointy cloth hat, very wizardly... |
clarifying elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego+] Psionic While equipped: Stats +16 Cun +7 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Mind.save +12 (+3 eff.) A pointy cloth hat, very wizardly... |
Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
dragonslayer's voratun helm of strength (+7) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +7 Str ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +11% fire +14% lightning +12% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
13 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. |
13 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. |
12 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. |
11 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
10 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. |
6 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. |
10 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. |
12 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. |
8 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. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
8 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. |
20 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 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. |
28 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. |
23 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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-4 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
1001 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. |
46 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. |
Eremudan1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +30 (+5 eff.) Dmg.mod +6% arcane Melee Ret 4 mind 19 fire ----- def ----- Resists +5% arcane +8% fire Spell.save +6 (+1 eff.) ---------- misc Max.psi +50.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 7.2 Pwr.cost 65 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 130.27 cold damage and 100.94 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 65 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 4.9 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command)1.0 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. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 164 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 detect monster (1/1)2.0 rod charm [Normal] Unknown Detect monster in a radius of 25. Uses 9 power out of 10/10 A curved rod of an unknown metal. The markings on it suggest an animal of some sort surrounded by eyes. |
rod of disarming (2/2)2.0 rod charm [Normal] Unknown Disarm any known traps in a line. Uses 41 power out of 100/100 A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
rod of trap detection (1/1)2.0 rod charm [Normal] Unknown Detect traps in a radius of 25. Uses 9 power out of 10/10 A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 4.5 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 150 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Blastravager the yew totem of healing [power 302] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +6% temporal +18% mind ----- def ----- Resists +12% lightning +12% temporal +6% nature Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 13 cooldown 100% to heal for 65. Natural totems are made by powerful wilders to store nature power. |
Lisynne [power 302] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.pwr +15 (+3 eff.) Res.pen +25% blight +20% physical ---------- misc Max.mana +40.00 Sting an enemy dealing 489 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing dragonbone wand of conjuration [power 440] (13 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 708 fire damage Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Mo the Skeleton Archmage level 30
25th Regrowth 123rd year of Ascendancy at 22:45 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mo the Skeleton Archmage level 49
29th Regrowth 124th year of Ascendancy at 01:04 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Mo the Skeleton Archmage level 27
74th Haze 122nd year of Ascendancy at 14:50 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Mo the Skeleton Archmage level 42
60th Haze 123rd year of Ascendancy at 05:36 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Mo the Skeleton Archmage level 56
20th Dusk 124th year of Ascendancy at 14:53 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Mo the Skeleton Archmage level 41
58th Dusk 123rd year of Ascendancy at 15:07 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Mo the Skeleton Archmage level 56
53rd Dusk 124th year of Ascendancy at 09:25 see stats
Clone War (Nightmare (Roguelike) difficulty)
Destroyed your own Shade.By Mo the Skeleton Archmage level 42
7th Haze 123rd year of Ascendancy at 14:16 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mo the Skeleton Archmage level 30
28th Regrowth 123rd year of Ascendancy at 04:43 see stats
Demonic Invasion (Nightmare (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Mo the Skeleton Archmage level 49
28th Regrowth 124th year of Ascendancy at 16:21 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Mo the Skeleton Archmage level 41
42nd Dusk 123rd year of Ascendancy at 08:51 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Mo the Skeleton Archmage level 34
8th Pyre 123rd year of Ascendancy at 09:31 see stats
Deus Ex Machina (Nightmare (Roguelike) difficulty)
Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.By Mo the Skeleton Archmage level 55
16th Dusk 124th year of Ascendancy at 21:52 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Mo the Skeleton Archmage level 48
27th Regrowth 124th year of Ascendancy at 09:00 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Mo the Skeleton Archmage level 24
64th Haze 122nd year of Ascendancy at 08:41 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Mo the Skeleton Archmage level 67
66th Dusk 124th year of Ascendancy at 04:06 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Mo the Skeleton Archmage level 18
31st Dusk 122nd year of Ascendancy at 01:59 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mo the Skeleton Archmage level 31
43rd Regrowth 123rd year of Ascendancy at 22:20 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Mo the Skeleton Archmage level 26
69th Haze 122nd year of Ascendancy at 21:49 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Mo the Skeleton Archmage level 54
56th Regrowth 124th year of Ascendancy at 14:54 see stats
Flooder (Nightmare (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Mo the Skeleton Archmage level 41
42nd Dusk 123rd year of Ascendancy at 14:35 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mo the Skeleton Archmage level 28
1st Decay 122nd year of Ascendancy at 10:41 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Mo the Skeleton Archmage level 44
60th Haze 123rd year of Ascendancy at 06:10 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Mo the Skeleton Archmage level 10
1st Flare 122nd year of Ascendancy at 17:47 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Mo the Skeleton Archmage level 20
1st Time of Equilibrium 122nd year of Ascendancy at 03:43 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Mo the Skeleton Archmage level 30
10th Regrowth 123rd year of Ascendancy at 10:52 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Mo the Skeleton Archmage level 40
25th Dusk 123rd year of Ascendancy at 13:02 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Mo the Skeleton Archmage level 50
42nd Regrowth 124th year of Ascendancy at 14:36 see stats
Oozemancer (Nightmare (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Mo the Skeleton Archmage level 38
56th Pyre 123rd year of Ascendancy at 14:08 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Mo the Skeleton Archmage level 53
54th Regrowth 124th year of Ascendancy at 14:45 see stats
Portal master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Mo the Skeleton Archmage level 64
66th Dusk 124th year of Ascendancy at 04:05 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mo the Skeleton Archmage level 47
21st Regrowth 124th year of Ascendancy at 05:47 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Mo the Skeleton Archmage level 31
40th Regrowth 123rd year of Ascendancy at 20:38 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mo the Skeleton Archmage level 38
51st Pyre 123rd year of Ascendancy at 16:26 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Mo the Skeleton Archmage level 35
16th Pyre 123rd year of Ascendancy at 12:58 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Mo the Skeleton Archmage level 22
51st Haze 122nd year of Ascendancy at 13:45 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Mo the Skeleton Archmage level 40
34th Dusk 123rd year of Ascendancy at 11:48 see stats
Slimefest (Nightmare (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Mo the Skeleton Archmage level 38
57th Pyre 123rd year of Ascendancy at 01:56 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Mo the Skeleton Archmage level 28
1st Decay 122nd year of Ascendancy at 12:38 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Mo the Skeleton Archmage level 54
55th Regrowth 124th year of Ascendancy at 01:47 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mo the Skeleton Archmage level 33
74th Regrowth 123rd year of Ascendancy at 09:39 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By Mo the Skeleton Archmage level 67
66th Dusk 124th year of Ascendancy at 04:06 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Mo the Skeleton Archmage level 46
16th Regrowth 124th year of Ascendancy at 20:47 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Mo the Skeleton Archmage level 28
10th Allure 123rd year of Ascendancy at 16:29 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Mo the Skeleton Archmage level 21
50th Haze 122nd year of Ascendancy at 20:06 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Mo the Skeleton Archmage level 44
3rd Regrowth 124th year of Ascendancy at 10:39 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mo the Skeleton Archmage level 21
49th Haze 122nd year of Ascendancy at 20:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mo the Skeleton Archmage level 15
12nd Dusk 122nd year of Ascendancy at 02:17 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mo the Skeleton Archmage level 26
73rd Haze 122nd year of Ascendancy at 03:53 see stats
Log
Mo deactivates Thunderstorm.
The furious lightning storm around Mo calms down and disappears.
Mo activates Thunderstorm.
A furious lightning storm forms around Mo!
Mo deactivates Tempest.
Mo activates Tempest.
Mo deactivates Feather Wind.
You carry too much--you are encumbered!
Drop some of your items.
Mo activates Feather Wind.
You are no longer encumbered.
Mo deactivates Spellcraft.
Mo activates Spellcraft.
Mo deactivates Arcane Power.
Mo activates Arcane Power.
Mo deactivates Shielding.
Mo activates Shielding.
Mo deactivates Aether Permeation.
Mo activates Aether Permeation.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Disruption Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 9 turns (stop reason: interesting terrain).
Saving game...
Saving done.
The furious lightning storm around Mo calms down and disappears.





































































































































































