













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!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. Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats 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.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require 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 mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 50 / 2330% |
| Size | medium |
| Lifes / Deaths | Killed by Glorelaith the copperhead snake at level 9 on the 3rd Summertide 122nd year of Ascendancy at 10:53 2 / 5Killed by Spellblaze Crystal at level 12 on the 11st Dusk 122nd year of Ascendancy at 01:37 Killed by Adoralrabeth the thief at level 23 on the 51st Haze 122nd year of Ascendancy at 13:26 Killed by Mayywe the skeleton archer at level 27 on the 63rd Regrowth 123rd year of Ascendancy at 23:54 Killed by Massok the Dragonslayer at level 46 on the 62nd Regrowth 124th year of Ascendancy at 03:29 |
| Antimagic | Follower |
Primary Stats
| Strength | 112 (base 33) |
| Dexterity | 36 (base 7) |
| Constitution | 109 (base 60) |
| Magic | 40 (base 9) |
| Willpower | 137.28530931397 (base 60) |
| Cunning | 107.03566366425 (base 60) |
Resources
| Life | 1606/1606 |
| Steam | 100/100 |
| Equilibrium | 76 |
| Psi | 217/217 |
| Healing Factor | 2.3223875339083 |
| Regeneration | 56.498506051995 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +39.95416067402% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 7 |
| See Stealth | 87.658759242572 |
| See Invisible | 89.658759242572 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 218 |
| Accuracy | 71 |
| Crit Chance | 71% |
| APR | 135 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 199 |
| Accuracy | 71 |
| Crit Chance | 53% |
| APR | 60 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 105 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +87% |
| Physical | +33% |
| Nature | +97% |
| Arcane | +15% |
| Mind | +27% |
| All | +9% |
Offense: Damage Penetration
| Nature | +86% |
| Acid | +25% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 58.316862443497 (73.292302510663%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 76 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 38%( 70%) |
| All | + 38%( 70%) |
| Lightning | + 48%( 70%) |
| Light | + 42%( 70%) |
| Physical | + 58%( 70%) |
| Mind | + 42%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Poison Resistance | 93% |
| Blind Resistance | 73% |
| Disarm Resistance | 100% |
| Bleed Resistance | 73% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1063% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 231% efficiency and cooldown mod of 67%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 808 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 42% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Moss | 1.60 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Slime | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Ooze | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Acidic Skin |
| talent | Skate |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lost defiler from death by Belenor the cold drake. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by armoured skeleton warrior. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Ivoldalrathra the forest troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 762. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Quiver of Domination (20/20, 127% power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 60% Wil, 60% Dex, 50% Str Dmg Mind Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
| Light source | Lustrerigor1.0 T5 lite [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +12% Mind.pwr +10 (+2 eff.) Dmg.mod +6% arcane Res.pen +10% mind Melee Ret 10 light ----- def ----- Resists +6% mind Phys.save +15 (+4 eff.) Mind.save +19 (+5 eff.) Heal.mod +24% ---------- misc Light +8 See.Stealth +23 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Adywe (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +24 Str +9 Wil +10 Cun +5 Con dps ---------- Phys.pwr +12 (+3 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +12% acid +6% mind Res.pen +15% mind On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Armour +5 Fatigue +5% Resists +15% physical Phys.save +27 (+7 eff.) Mind.save +28 (+7 eff.) ---------- misc Equi/ret +0.04 Skullcracker: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1218.6 Physical damage. If the attack hits, the target is confused (36% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Earirab (0 def, 3 armour) 1.0 T4 hands armor [Rare] Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 34 mind 28 darkness Dmg.mod +12% mind Melee Ret 10 mind On Hit (Melee): * 25% chance to reduce all saves and defense by 51 ----- def ----- Armour +3 Resists +6% light Mind.save -3 (-1 eff.) Disarm- +100% ---------- misc Max.hate +10.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Unlightcut the voratun ring0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.crit +6.0% Crit.mult +20.93% Phys.pwr +10 (+3 eff.) Dmg.mod +41% acid +9% physical Res.pen +15% acid On Hit (Melee): * 21% chance to reduce damage dealt by 41% * 21% chance to reduce all saves and defense by 51 ----- def ----- Resists +40% acid Die.at -60.00 life Rings make your fingers look great! |
| On fingers | Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Superpower You have set the ring to grant you Superpower! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | Neriwen the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +20 Lck dps ---------- Acc +20 (+7 eff.) ----- def ----- Armour +16 Defense +12 (+4 eff.) Resists +15% lightning Phys.save +18 (+5 eff.) Spell.save +18 (+4 eff.) Unseen.red 20% Die.at -81.58 life HP.reg +4.08 Amulets make your neck look great! |
| In main hand | Eyal's Will (124% power, 128 apr, nature damage) 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 161% Wil, 40% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +128 Crit +25.0% Atk.spd 100% While equipped: Stats +20 Wil dps ---------- Mind.crit +9% Mind.pwr +36 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 212.10 slime damage for 17 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Around waist | Emelethra the drakeskin leather belt 1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Mag +5 Cun +2 Con +7 Lck dps ---------- Crit.mult +20.00% ----- def ----- Defense +10 (+3 eff.) Resists +2% physical Proj.slow +25% Stealth +12 Die.at -60.00 life ---------- misc T.Disarm +23 Max.stam +30.00 Infravis +7 A belt that goes around your waist. |
| In off hand | Oozing Heart (115% power, 53 apr, nature slow damage) 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 115% Range: 1.1x Uses 141% Wil, 61% Cun Dmg Nature slow Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +53 Crit +7.0% Atk.spd 100% Melee+ +30 manaburn arcane On Hit: * applies a stacking poison dealing 41 damage per turn While equipped: Stats +4 Cun +12 Wil dps ---------- Mind.crit +8% Mind.pwr +24 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+3 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 3.5 Pwr.cost 13 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 162.60 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Cloak | Beygen (3 def, 10 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +5 Str +4 Dex +6 Con dps ---------- Mind.pwr +25 (+4 eff.) ----- def ----- Armour +10 Defense +3 (+1 eff.) Resists +5% arcane Spell.save +14 (+3 eff.) Die.at -40.00 life Max.HP +100.00 Heal.mod +15% Poison- +20% ---------- misc Stam/turn +1.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 0 armour) 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +10 Str +10 Dex +10 Mag +15 Wil +10 Cun +10 Con dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
medical injector implant of the titan (efficiency 235% / cooldown 96%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 235% efficiency and cooldown mod of 96%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion of the duelist (die at -355; dur 6; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -355 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 355 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 24%; mental; dur 3; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 6; phase 27; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 27%, your defense is increased by 27 and all your resistances by 27%. 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 (699.14 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 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 762.06 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. |
biting gale rune (damage 209; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 209.28 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 789; dur 8; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 789 damage for 8 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Tome of Wildfire0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Samytobar0.1 T1 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Resists +11% blight +12% nature +3% acid Spell.save +6 (+1 eff.) Poison- +21% Disease- +21% ---------- misc Infravis +1 See.Invis +3 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
steel amulet 'Zanilerim'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% ----- def ----- Defense +5 (+1 eff.) Blind- +20% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
insulating stralite amulet of murder0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +14.00% Acc +8 (+3 eff.) Apr +14 ----- def ----- Resists +16% fire +22% cold Amulets make your neck look great! |
mindweaver's stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +9 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Blind- +19% Confus- +21% ---------- misc Infravis +5 Sight +2 See.Invis +10 Amulets make your neck look great! |
warmaker's stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +7 Str +9 Dex +6 Wil dps ---------- Crit.mult +14.00% Acc +9 (+3 eff.) Apr +14 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 23/30 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. |
Ichormarrow0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Wil +3 Con ----- def ----- Resists +3% nature Crit.chn- 10.00% Phys.save +6 (+2 eff.) Rings make your fingers look great! |
copper ring 'Polinn'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Apr +1 ----- def ----- Resists +6% blight +22% cold +3% mind +6% fire Crit.chn- 5.00% Rings make your fingers look great! |
copper ring 'Suncrypt'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * 10 arcane resource burn * 20% chance to slow global speed by 81% ----- def ----- Resists +6% cold +5% blight +6% fire +9% nature +5% arcane Poison- +12% Disease- +13% Rings make your fingers look great! |
steel ring 'Ragorach'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% acid Res.pen +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to reduce all saves and defense by 51 ----- def ----- Resists +6% blight Max.HP +27.00 Disarm- +20% Pinning- +26% Knockbk- +28% Rings make your fingers look great! |
Cloudream the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% acid +9% mind +21% arcane +9% lightning Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 51 ----- def ----- Resists +28% acid +15% lightning +5% arcane +15% mind Rings make your fingers look great! |
Salylaith0.1 T3 ring jewelry [Rare] Master While equipped: Stats +10 Mag dps ---------- Spell.crit +3% Spell.pwr +15 (+2 eff.) S.pwr/crit +8 Dmg.mod +27% blight ----- def ----- Resists +12% acid Max.HP +36.00 Disarm- +29% Pinning- +31% Knockbk- +29% Rings make your fingers look great! |
Xybreta the Shocksting0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning +25% cold ----- def ----- Resists +12% cold +12% light +15% nature Max.HP +30.00 Disarm- +23% Pinning- +31% Knockbk- +36% Rings make your fingers look great! |
stralite ring 'Lavacut'0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Str +12 Wil +14 Con dps ---------- Mind.crit +5% Dmg.mod +9% mind +9% fire Res.pen +25% arcane ----- def ----- Phys.save +18 (+5 eff.) ---------- misc Infravis +3 Rings make your fingers look great! |
Nerona the voratun ring0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Fatigue -9% Resists +3% mind +3% blight Spell.save +15 (+3 eff.) HP.reg +5.00 Stun/Frz- +33% Teleport- +10% ---------- misc Max.enc +36 Rings make your fingers look great! |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 84.13 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
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, 40% Wil 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 (+6 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 124 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." |
Lightraptor the dragonbone magestaff (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Power 137% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% lightning +12% fire +18% light Res.pen +25% light +25% fire Melee Ret 12 fire On Hit (Melee): * 25% chance to slow global speed by 81% ----- def ----- Defense +15 (+4 eff.) Resists +21% light +12% darkness ---------- misc Max.P.En +15.00 Max.N.En +15.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 59.93 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of breaching (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% cold Res.pen +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing voratun battleaxe (170% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Arcane Power 170% Range: 1.5x Uses 40% Wil, 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 15 damage Massive two-handed battleaxes. |
blazebringer's voratun greatmaul of massacre (199% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 199% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +75 fire While equipped: dps ---------- All.spd +11% Res.pen +35% fire Massive two-handed mauls. |
voratun greatmaul of erosion (180% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Nature Power 181% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 nature Massive two-handed mauls. |
truestriking iron greatsword (109% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Master Power 109% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +13 (+5 eff.) Apr +10 Massive two-handed swords. |
Chargequell (194% power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Master Power 194% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 acid On Hit.r1 +25 blight While equipped: Stats +3 Wil dps ---------- Res.pen +30% acid Phasing +37% Melee Ret 6 lightning On Hit (Melee): * 25% chance to reduce armor by 16% ----- def ----- Resists +24% acid ---------- misc Mana/turn +0.16 Max.vim +40.00 Massive two-handed swords. |
hateful voratun greatsword (173% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Psionic Power 174% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 darkness Against +28% Living Massive two-handed swords. |
arcing voratun longsword of crippling (156% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 156% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Sharp, long, and deadly. |
voratun longsword 'Blackzephyr' (153% power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Master Power 153% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance to reduce all saves and defense by 51 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Wil dps ---------- Phys.crit +15.0% Res.pen +31% blight Phasing +37% Melee Ret 12 darkness ----- def ----- Spell.save +15 (+3 eff.) ---------- misc Mana/s.crit +2.49 Max.mana +120.00 Sharp, long, and deadly. |
truestriking voratun mace (155% power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Master Power 155% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +25 (+9 eff.) Apr +13 Blunt and deadly. |
inquisitor's voratun waraxe of rage (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Disrupt/Master Power 149% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Deals 155 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: Stats +10 Str dps ---------- Dmg.mod +13% physical Acc +18 (+6 eff.) One-handed war axes. |
truestriking voratun waraxe of erosion (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 148% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 nature While equipped: dps ---------- Res.pen +11% physical Acc +19 (+7 eff.) Apr +13 One-handed war axes. |
acidic voratun dagger of phasing (144% power, 22 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane Power 145% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +22 Crit +10.0% Atk.spd 100% Phasing +15% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
elemental voratun dagger of massacre (167% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 167% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +30% cold Res.pen +29% cold Sharp, short and deadly. |
Eye of the Wyrm (113% power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 113% Range: 1.1x Uses 90% Wil, 20% Str, 10% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+3 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% lightning +12% physical +12% cold +12% fire +12% acid ----- def ----- Resists +10% acid +10% physical +10% cold +10% fire +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Level 5.5 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 350.05 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
creative pulsing mindstar of disruption (108% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Power 108% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +15% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +17.00% Mind.pwr +8 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hurylach (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 114% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Str +1 Wil +2 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 19 acid Dmg.mod +21% acid Res.pen +17% acid ----- def ----- Resists +14% acid +6% fire +5% arcane +12% blight HP.reg +4.00 ---------- misc Infravis +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Siloma the living mindstar (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Disrupt Power 115% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 21 arcane resource burn While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Mind.pwr +25 (+4 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +32% acid +10% all Crit.chn- 15.00% Heal.mod +10% Blind- +21% ---------- misc Psi/ret +0.08 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dragonbone longbow of cold4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego] Arcane Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +30 cold While equipped: dps ---------- Dmg.mod +29% cold Longbows are used to shoot arrows at your foes. |
reinforced voratun shield of resistance (0 def, 20 armour, 291 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Fatigue +8% Resists +11% acid +13% fire +11% lightning +9% cold ---------- misc Talents +1 Block Handheld deflection devices. |
focusing elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +14 Mag +12 Wil dps ---------- Spell.pwr +20 (+3 eff.) S.pwr/crit +7 ----- def ----- Resists +15% all Silence- +50% ---------- misc Mana/turn +0.36 Psi/turn +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 8% chance to slow global speed by 81% * 10 arcane resource burn ----- def ----- Resists +15% blight +15% all Max.HP +73.00 HP.reg +5.20 Heal.mod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of frost (+34%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Dmg.mod +23% cold ----- def ----- Resists +15% all +34% cold Spell.save +30 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +7 Str +7 Mag +8 Wil dps ---------- Dmg.mod +30% lightning +25% physical +26% cold ----- def ----- Resists +13% lightning +11% cold +18% blight +15% all Max.HP +100.00 HP.reg +3.60 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour 'Armadas' (20 def, 13 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +13 Defense +20 (+6 eff.) Fatigue +8% Resists +25% acid +19% fire +6% temporal +32% cold Spell.save +6 (+1 eff.) Max.HP +80.00 HP.reg +3.00 Heal.mod +18% ---------- misc Breathe water A suit of armour made of leather. |
duelist's drakeskin leather armour of alacrity (28 def, 15 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +10 Cun +10 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +15 Defense +28 (+8 eff.) Fatigue +8% A suit of armour made of leather. |
cleansing dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +16% nature +15% blight Max.HP +42.00 A suit of armour made of mail. |
enlightening voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +8 Cun +9 Wil ----- def ----- Armour +16 Fatigue +22% Mind.save +22 (+6 eff.) A suit of armour made of metal plates. |
voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
voratun plate armour of fire resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +24% fire A suit of armour made of metal plates. |
Chalefang the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +9% mind +3% blight Against +17% Summoned On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- D.Red.from +18% Summoned ---------- misc Max.hate +6.00 A belt that goes around your waist. |
noble's rough leather belt of the vagrant1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +4 Cun +1 Con dps ---------- Mind.pwr +4 (+1 eff.) Against +19% Summoned ----- def ----- D.Red.from +15% Summoned Mind.save +6 (+2 eff.) A belt that goes around your waist. |
balancing hardened leather belt of containment1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% ----- def ----- Anom.red +12 Max.HP +59.00 ---------- misc Max.mana +44.00 Max.stam +43.00 Max.hate +13.00 Max.psi +21.00 Max.vim +26.00 Max.P.En +25.00 Max.N.En +26.00 A belt that goes around your waist. |
Barktorrent (7 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Mind.pwr +20 (+3 eff.) Res.pen +15% cold Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 81% ----- def ----- Defense +7 (+2 eff.) Resists +16% light +14% fire Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 18 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 52.85 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Duathelglamour (3 def, 11 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Cun +6 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Armour +11 Defense +3 (+1 eff.) Resists +21% cold ---------- misc Light +3 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
fleetfooted pair of drakeskin leather boots of phasing (21 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +15 Dex +4 Mag +4 Wil ----- def ----- Armour +5 Defense +21 (+6 eff.) Blink to a nearby random location (rad 15) Puts all charms on 16 cooldown A pair of boots made of leather. |
pair of drakeskin leather boots of phasing (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil ----- def ----- Armour +5 Blink to a nearby random location (rad 15) Puts all charms on 16 cooldown A pair of boots made of leather. |
Flashwinter the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +10% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Fatigue +4% Resists +6% blight +21% cold +6% darkness +12% lightning ---------- misc Stam/turn +1.00 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of voratun boots of strife (18 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +15 Dex +6 Wil +6 Con dps ---------- Mind.pwr +8 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +5 Defense +18 (+5 eff.) Fatigue +4% Blindside: Puts all charms on 16 cooldown Level 3.5 Pwr.cost 16 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 34 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Abyssquake' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +3 Wil +9 Con dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +9% physical Res.pen +5% acid Melee Ret 6 fire ----- def ----- Armour +5 Fatigue +4% Resists +6% acid +9% fire Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.20 Hate/m.crit +1.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Darkhunt the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +18.0% Spell.crit +20% Mind.crit +16% Crit.mult +25.00% Dmg.mod +24% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Armour +3 Fatigue +5% Mind.save +9 (+2 eff.) ---------- misc Equi/ret +0.12 Hate/m.crit +5.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +7 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
aegis elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Shield.pwr +10% HP.reg +6.00 A pointy cloth hat, very wizardly... |
thaloren drakeskin leather hat of the depths (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +8 Wil ----- def ----- Armour +5 Fatigue +5% Resists +12% blight +14% cold Mind.save +12 (+3 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 4.9 Pwr.cost 22 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.5 Pwr.cost 12 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 50.16 mind and 43.05 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 41% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 41. Terrified: Deals 12.70 mind and 10.90 darkness damage per turn and increases cooldowns by 62%. Haunted: Causes the target to suffer 19.38 mind and 16.63 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 62 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
insulating drakeskin leather cap of constitution (+10) (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +10 Con ----- def ----- Armour +5 Fatigue +5% Resists +14% fire +14% cold A cap made of leather. |
leafwalker's drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% nature Spell.save +10 (+2 eff.) Max.HP +79.00 Heal.mod +18% A cap made of leather. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
warlord's voratun helm of strength (+15) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +15 Str +5 Wil dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +13% physical Phys.save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
7 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
5 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. |
9 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. |
7 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. |
16 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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. |
9 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. |
13 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. |
8 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. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 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. |
15 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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 19 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
318 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. |
54 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. |
Murkgrinder1.0 T5 lite [Rare] Nature While equipped: Stats +4 Dex +10 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Mind.pwr +20 (+3 eff.) Dmg.mod +9% darkness ----- def ----- Crit.chn- 15.00% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent fungal web0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 38] powerful frost salve [power 38]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 231% efficiency and 67% cooldown modifier. Remove 2 physical effects and grants a frost aura (38% cold, darkness and nature affinity) Puts Talent Medical Injector on 16 cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 62 power out of 100/100 The very essence of bearness! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 62 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eiliniriata (dig speed 11 turns)3.0 T5 digger tool [Rare] Psionic While equipped: Stats +4 Cun +3 Str dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +10% mind +12% fire ----- def ----- Resists +6% darkness +12% mind Mind.save +12 (+3 eff.) Max.HP +100.00 Disarm- +20% Stun/Frz- +20% ---------- misc Psi/ret +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 126 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. |
extending iron torque of clear mind [power 1] (16 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 16 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield 'Hanerak' [power 131] (16 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +8 Cun +2 Dex dps ---------- Crit.mult +20.00% ----- def ----- Mind.save +12 (+3 eff.) ---------- misc Max.psi +50.00 Infravis +3 Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 16 cooldown 100% to heal for 78. Torques are made by powerful psionics to store psionic powers. |
Lisidhekira the Ravenquick [power 149] (16 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Res.pen +10% darkness ----- def ----- Resists +6% blight +3% temporal +20% darkness Mind.save +6 (+2 eff.) HP.reg +4.00 Setup a psionic shield, reducing all damage taken by 149 for 5 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
focusing voratun torque of clear mind [power 4] (16 cooldown)2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 16 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Islorewyn the yew totem of stinging [power 230] (10 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +20% mind ----- def ----- Resists +9% blight Sting an enemy dealing 453 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Darkvenom [power 84] (13 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +6 Mag dps ---------- Spell.crit +7% Dmg.mod +18% arcane Res.pen +31% arcane ----- def ----- Resists +15% darkness +6% arcane ---------- misc Max.mana +124.70 Harden the skin for 7 turns increasing armour by 84 and armour hardiness by 70% Puts all charms on 13 cooldown 100% to increase all damage penetration by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Hailmaster the dragonbone totem of stinging [power 542] (10 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +4% Dmg.mod +12% mind Res.pen +20% mind Melee Ret 10 cold ----- def ----- Resists +30% cold ---------- misc Psi/ret +0.12 Sting an enemy dealing 1068 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone wand of shielding [power 560] (13 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Oozebomon the Cornac Oozemancer level 38
53rd Dusk 123rd year of Ascendancy at 17:34 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Oozebomon the Cornac Oozemancer level 50
10th Dusk 124th year of Ascendancy at 07:37 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Oozebomon the Cornac Oozemancer level 38
51st Dusk 123rd year of Ascendancy at 14:37 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Oozebomon the Cornac Oozemancer level 30
55th Pyre 123rd year of Ascendancy at 20:00 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Oozebomon the Cornac Oozemancer level 42
78th Haze 123rd year of Ascendancy at 08:12 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Oozebomon the Cornac Oozemancer level 43
2nd Regrowth 124th year of Ascendancy at 05:32 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Oozebomon the Cornac Oozemancer level 50
72nd Pyre 124th year of Ascendancy at 18:44 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Oozebomon the Cornac Oozemancer level 41
75th Haze 123rd year of Ascendancy at 09:00 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Oozebomon the Cornac Oozemancer level 24
29th Regrowth 123rd year of Ascendancy at 17:31 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Oozebomon the Cornac Oozemancer level 32
9th Mirth 123rd year of Ascendancy at 18:51 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Oozebomon the Cornac Oozemancer level 15
36th Dusk 122nd year of Ascendancy at 04:38 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Oozebomon the Cornac Oozemancer level 39
58th Dusk 123rd year of Ascendancy at 22:06 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Oozebomon the Cornac Oozemancer level 29
47th Pyre 123rd year of Ascendancy at 23:25 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Oozebomon the Cornac Oozemancer level 36
47th Dusk 123rd year of Ascendancy at 07:31 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Oozebomon the Cornac Oozemancer level 22
50th Haze 122nd year of Ascendancy at 14:22 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Oozebomon the Cornac Oozemancer level 19
40th Haze 122nd year of Ascendancy at 14:35 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Oozebomon the Cornac Oozemancer level 30
55th Pyre 123rd year of Ascendancy at 20:44 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Oozebomon the Cornac Oozemancer level 29
23rd Pyre 123rd year of Ascendancy at 19:04 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Oozebomon the Cornac Oozemancer level 50
31st Dusk 124th year of Ascendancy at 20:50 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Oozebomon the Cornac Oozemancer level 28
80th Regrowth 123rd year of Ascendancy at 09:10 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Oozebomon the Cornac Oozemancer level 44
2nd Regrowth 124th year of Ascendancy at 08:11 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Oozebomon the Cornac Oozemancer level 50
1st Flare 124th year of Ascendancy at 02:08 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Oozebomon the Cornac Oozemancer level 30
49th Pyre 123rd year of Ascendancy at 14:11 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Oozebomon the Cornac Oozemancer level 10
1st Flare 122nd year of Ascendancy at 05:34 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Oozebomon the Cornac Oozemancer level 20
41st Haze 122nd year of Ascendancy at 21:51 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Oozebomon the Cornac Oozemancer level 30
47th Pyre 123rd year of Ascendancy at 23:25 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Oozebomon the Cornac Oozemancer level 40
58th Dusk 123rd year of Ascendancy at 22:06 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Oozebomon the Cornac Oozemancer level 50
45th Pyre 124th year of Ascendancy at 05:21 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Oozebomon the Cornac Oozemancer level 50
18th Dusk 124th year of Ascendancy at 20:22 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Oozebomon the Cornac Oozemancer level 41
77th Haze 123rd year of Ascendancy at 05:33 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Oozebomon the Cornac Oozemancer level 30
49th Pyre 123rd year of Ascendancy at 09:51 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Oozebomon the Cornac Oozemancer level 40
58th Dusk 123rd year of Ascendancy at 23:23 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Oozebomon the Cornac Oozemancer level 50
36th Dusk 124th year of Ascendancy at 13:36 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Oozebomon the Cornac Oozemancer level 7
78th Pyre 122nd year of Ascendancy at 04:27 see stats
The High Lady's destiny (Nightmare (Adventure) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Oozebomon the Cornac Oozemancer level 50
36th Dusk 124th year of Ascendancy at 13:36 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Oozebomon the Cornac Oozemancer level 50
1st Flare 124th year of Ascendancy at 15:16 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Oozebomon the Cornac Oozemancer level 24
30th Regrowth 123rd year of Ascendancy at 13:32 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Oozebomon the Cornac Oozemancer level 50
2nd Mirth 124th year of Ascendancy at 18:11 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Oozebomon the Cornac Oozemancer level 45
29th Regrowth 124th year of Ascendancy at 08:42 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Oozebomon the Cornac Oozemancer level 25
35th Regrowth 123rd year of Ascendancy at 01:01 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Oozebomon the Cornac Oozemancer level 16
77th Dusk 122nd year of Ascendancy at 19:52 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Oozebomon the Cornac Oozemancer level 37
51st Dusk 123rd year of Ascendancy at 08:28 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Oozebomon picks up (f.): biting gale rune (damage 209; dur 4; cd 22).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.75 gold pieces.
Ran for 2 turns (stop reason: at object).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.50 gold pieces.
You pickup 0.70 gold pieces.
Oozebomon picks up ( .): focusing elven-silk robe of Angolwen (0 def, 0 armour).
Oozebomon picks up ( .): arcing voratun battleaxe (170% power, 4 apr).
Oozebomon picks up ( .): slimy elven-silk robe of life (0 def, 0 armour).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: interesting terrain).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...





































































































































































































