











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.1.0Modifies 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.] Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 4447% |
| Size | medium |
| Lifes / Deaths | Killed by Adona the white ooze at level 22 on the 66th Dusk 122nd year of Ascendancy at 12:50 0 / 8Killed by umber hulk at level 30 on the 63rd Regrowth 123rd year of Ascendancy at 02:46 Killed by Betaretira the gwelgoroth at level 35 on the 38th Pyre 123rd year of Ascendancy at 01:29 Killed by Ararin the lesser vampire at level 39 on the 2nd Dusk 123rd year of Ascendancy at 11:46 Killed by Occultman's Inner Demon at level 40 on the 3rd Dusk 123rd year of Ascendancy at 00:20 Killed by Emelyba the orc high cryomancer at level 46 on the 55th Dusk 123rd year of Ascendancy at 05:40 Killed by Occultman at level 50 on the 12nd Dusk 124th year of Ascendancy at 08:23 Killed by Occultman at level 50 on the 45th Haze 124th year of Ascendancy at 00:26 |
Primary Stats
| Strength | 50 (base 27) |
| Dexterity | 56 (base 10) |
| Constitution | 42 (base 33) |
| Magic | 127 (base 65) |
| Willpower | 120 (base 66) |
| Cunning | 134 (base 63) |
Resources
| Life | 973/973 |
| Mana | 1097/1097 |
| Steam | 90/90 |
| Positive | 177/177 |
| Healing Factor | 1.2264150943396 |
| Regeneration | 11.344339622641 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | +15% |
| Global | +127% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 7 |
| See Stealth | 29.160507025899 |
| See Invisible | 87.77427645077 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 54 |
| Crit Chance | 88% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 110 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 68% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +59% |
| Lightning | +65% |
| Light | +27% |
| Temporal | +64% |
| Cold | +53% |
| Arcane | +130% |
| Fire | +63% |
| All | +12% |
Offense: Damage Penetration
| Temporal | +40% |
| Physical | +26% |
| Arcane | +113% |
| Cold | +38% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 20 |
| Physical Save | 53 |
| Spell Save | 81 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 53%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 24%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 63%( 70%) |
| Mind | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 100% |
| Blind Resistance | 36% |
| Silence Resistance | 100% |
| Bleed Resistance | 26% |
| Disarm Resistance | 100% |
| Pinning Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 331 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 262 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1575% for 10 turns (1742 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1226 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Occult technomancy | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Fire | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.40 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Metaphasic Spin |
| talent | Essence of Speed |
| talent | Shielding |
| talent | Pure Aether |
| talent | Disruption Shield |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Chant of Resistance |
| beneficial effect | The time distortion has created a restoration field, healing the target for 6 each turn. Temporal Restoration Field |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by orc elite fighter. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Bethille the snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Aletta Soultorn. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Islygabrewen the orc soldier. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Xebrethra the skeleton magus. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Occultman. Escort: repented thief (level 5 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. * 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: 483. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Steam Powered Boots (8 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +15 (+5 eff.) Pinning immunity: +75% Knockback immunity: +25% Teleport immunity: +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | Halerak the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Defense: +13 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire Changes resistances penetration: +15% all Physical save: +18 (+6 eff.) Spell save: +18 (+3 eff.) Mental save: +20 (+5 eff.) Equilibrium when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum psi: +40.00 Spellpower: +15 (+3 eff.) Light radius: +7 Damage Shield penetration: +39% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Zubolle the Stormpride (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +11 Mag / +6 Wil / +10 Cun Changes resistances: +22% light Changes resistances penetration: +25% temporal Changes damage: +12% lightning / +6% temporal / +15% light Reduces incoming crit damage: 10.00% Mental save: +15 (+4 eff.) Mana each turn: +3.00 Mana when hit: +2.10 Maximum mana: +110.00 Spellpower: +12 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 21 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Adatha (dig speed 22 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+3 eff.) Damage when hit (Melee): 6 physical Changes stats: +3 Str / +5 Dex Changes resistances: +10% darkness / +9% fire Changes damage: +6% physical / +6% temporal Critical mult.: +20.00% Physical save: +18 (+6 eff.) Spell save: +13 (+2 eff.) Mental save: +14 (+4 eff.) Only die when reaching: -40.00 life Maximum life: +90.00 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +9 Dex / +8 Wil / +18 Cun / +2 Con Changes resistances: +6% blight Critical mult.: +20.00% Stun/Freeze immunity: +49% Life regen: +9.00 Stamina each turn: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -60.00 life Maximum mana: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +13 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 752.95 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. |
| Around waist | drakeskin leather belt 'Grinahell' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +6 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +5 Dex / +5 Cun / +9 Lck Changes resistances: +3% temporal Changes resistances penetration: +15% arcane Changes damage: +3% temporal Critical mult.: +23.00% Trap disarming bonus: +14 Stealth bonus: +14 Maximum life: +65.00 Infravision radius: +6 Slows Projectiles: +25% A belt that goes around your waist. |
| In main hand | dragonbone vilestaff 'Sleetbreaker' (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 104 damage When wielded/worn: Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 42 Changes stats: +25 Mag / +23 Wil / +20 Cun Changes resistances: +3% blight / +6% cold Changes resistances penetration: +25% arcane / +23% cold Changes damage: +45% arcane Talent granted: +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +182.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| On hands | drakeskin leather gloves 'Silath' (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +15.0% Armour: +3 Changes stats: +5 Dex / +7 Mag Changes damage: +10% arcane Talent granted: +5 Iron Grip Critical mult.: +10.00% Disarm immunity: +100% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Maximum vim: +20.00 Spell crit. chance: +18% Mental crit. chance: +14% Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +0 Str / +0 Dex / +7 Mag / +7 Wil / +7 Cun / +0 Con Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Talent granted: +5 Arcane Dynamo Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
| Cloak | Silyma the elven-silk cloak (13 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Changes stats: +4 Wil / +2 Con Changes resistances: +66% lightning / +6% light / +15% mind Critical mult.: +25.00% Physical save: +14 (+5 eff.) Blindness immunity: +26% Cut immunity: +26% Stun/Freeze immunity: +76% Mental crit. chance: +9% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 133.14 physical damage and 187.56 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 22%; reduction 4; dur 5; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; acid, physical, darkness, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 4 darkness, 4 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to 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 (630.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 1033.20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Gorytar the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +4 Dex / +1 Con Changes resistances: +11% lightning Changes damage: +6% mind Stun/Freeze immunity: +22% Mindpower: +25 (+6 eff.) See invisible: +6 Amulets can have magical properties. |
StrikestreakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Str / +2 Mag / +1 Wil Changes resistances: +11% lightning Changes resistances penetration: +15% fire Changes damage: +6% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
gold amulet 'Shadeedge'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 42 Changes resistances: +22% lightning / +5% arcane Changes resistances penetration: +25% darkness Changes damage: +27% blight / +18% arcane / +6% darkness Stun/Freeze immunity: +38% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Dagurig the steel ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% temporal Changes resistances penetration: +20% mind Changes damage: +3% mind Physical save: +17 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Silence immunity: +26% Mana each turn: +0.16 Rings can have magical properties. |
Emelatha the UnlightravenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 22% chance to reduce damage dealt by 30% Changes stats: +5 Str / +3 Wil Changes resistances penetration: +20% darkness Changes damage: +33% mind / +9% cold Reduces incoming crit damage: 10.00% Blindness immunity: +32% Hate when firing a critical mind attack: +4.00 Infravision radius: +5 See stealth: +12 See invisible: +9 Rings can have magical properties. |
Gloreth the LightticklerPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Changes resistances: +9% light / +3% cold Changes resistances penetration: +10% cold Silence immunity: +32% Life regen: +10.00 Mana each turn: +0.16 Maximum life: +56.00 Spellpower: +8 (+2 eff.) Mindpower: +9 (+2 eff.) Healing mod.: +14% Rings can have magical properties. |
Kurion the ShineserpentPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+4 eff.) Damage when hit (Melee): 6 light Changes stats: +15 Mag / +7 Wil / +7 Cun Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +10% arcane Changes damage: +24% light Stun/Freeze immunity: +60% Spellpower: +33 (+6 eff.) Mindpower: +10 (+3 eff.) Light radius: +2 Rings can have magical properties. |
Lightrupture the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Wil Changes resistances: +15% light / +15% temporal Changes resistances penetration: +15% acid / +15% temporal / +15% light Changes damage: +12% light / +15% temporal Mental save: +18 (+5 eff.) Rings can have magical properties. |
Mardazilarim the ShimmerblurInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Dex / +5 Cun / +25 Con Changes resistances: +10% darkness / +10% cold / +25% nature / +9% temporal Changes resistances penetration: +20% lightning / +10% temporal Reduces incoming crit damage: 23.00% Mental save: +7 (+2 eff.) Confusion immunity: +23% Life regen: +8.00 Maximum life: +45.00 Healing mod.: +11% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Scaldhunter the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +30% fire Changes resistances penetration: +25% lightning Changes damage: +9% arcane Disarm immunity: +44% Pinning immunity: +43% Knockback immunity: +44% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +44.00 Maximum vim: +40.00 Spellpower: +30 (+5 eff.) Rings can have magical properties. |
Scorchnigh the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +3 Cun Changes resistances: +36% lightning / +27% fire Changes resistances penetration: +10% cold Changes damage: +18% lightning / +6% fire Hate when firing a critical mind attack: +3.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +8% Rings can have magical properties. |
copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
savage's stralite ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% light Changes damage: +11% light Spell save: +15 (+3 eff.) Maximum stamina: +19.00 Rings can have magical properties. |
solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +8 Wil Life regen: +12.00 Maximum life: +71.00 Mindpower: +11 (+3 eff.) Healing mod.: +15% Rings can have magical properties. |
stralite Atamathon's Ruby Eye ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 38 Damage (Melee): 21 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 38 Damage (Ranged): 25 physical Damage when hit (Melee): 100 fire Changes stats: +9 Cun Changes damage: +20% fire Pinning immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum life: +60.00 Maximum hate: +10.00 Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
stralite Goedalath Rock ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +25 (+8 eff.) Damage when hit (Melee): 8 cold / 2 mind / 34 darkness Changes stats: +7 Dex / +7 Wil / +17 Cun Changes resistances: +6% lightning / +3% mind Changes resistances penetration: +15% lightning Changes damage: +9% lightning / +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +29 (+5 eff.) Mindpower: +22 (+6 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings can have magical properties. |
stralite Prothotipe's Prismatic Eye ringInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 38 Damage (Melee): 17 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 38 Damage (Ranged): 22 physical Changes stats: +5 Mag / +5 Cun / +5 Con Changes resistances: +9% nature / +9% blight Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Poison immunity: +22% Disease immunity: +26% Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Talent on hit(spell): Eye Beam (10% chance level 2). It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Defense: +11 (+4 eff.) Changes resistances: +13% nature / +15% blight Poison immunity: +22% Disease immunity: +22% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun Glowing Core ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +10 Defense: +13 (+4 eff.) Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+6 eff.) Maximum psi: +20.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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 Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Razorlock (25-37.5 power, 24 apr) Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 25.0 - 37.5 Uses stat: 100% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 On weapon hit: * flashes light on your target dealing 94 damage Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+4 eff.) Fatigue: +13% Talent granted: +5 Block Critical mult.: +15.00% This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
voratun steamsaw (40-60 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +97 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Korydin (48.5-67.9 power, 8 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 48.5 - 67.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +17 darkness Damage (radius 2) on crit: +42 lightning / +29 cold Damage against: +14% Living When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +2 Dex Changes resistances: +3% cold / +12% temporal Changes resistances penetration: +21% lightning / +17% cold Critical mult.: +5.00% Knockback immunity: +20% Movement speed: +50% One-handed war axes. |
Aleyon (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +4 Con Changes resistances: +0% lightning / +15% temporal / +5% arcane Critical mult.: +20.88% Physical save: +12 (+4 eff.) Spell save: +19 (+4 eff.) Mental save: +18 (+5 eff.) Stun/Freeze immunity: +0% Knockback immunity: +21% Only die when reaching: -83.52 life Maximum life: +100.00 Mindpower: +30 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Starobsidian the elven-silk cloak (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 6 light Changes stats: +3 Wil / +4 Mag Changes resistances: +24% acid / +9% light Changes resistances penetration: +26% acid Changes damage: +32% acid Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Chargesever' (4 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 66% Damage when hit (Melee): 6 lightning Changes stats: +4 Mag / +6 Wil Changes resistances: +15% lightning / +30% temporal / +15% all Changes resistances penetration: +10% darkness / +20% nature Changes damage: +25% arcane / +60% temporal Physical save: +30 (+9 eff.) Maximum mana: +68.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 287 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Helm of Knowledge (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% light / +15% mind / +10% arcane Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
X-Ray Goggles (10 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +10 (+3 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway Activation costs 30 power out of 30/30. How do these even work? |
Crystalline Drakeskin leather armour (37.4 def, 18.7 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. When wielded/worn: Armour: +19 Defense: +37 (+11 eff.) Fatigue: +8% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+8 eff.) Spell save: +35 (+7 eff.) Poison immunity: +60% Disease immunity: +60% It can be used to recover the Crystal Heart (destroys this armour) Activation costs 1 power out of 1/1. A suit of armour made of leather. Transformed with the power of the Spellblaze. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
1122 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
GorewishPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Effects on melee hit: * 10% chance to slow global speed by 66% Changes resistances: +13% blight / +3% nature / +12% darkness Changes resistances penetration: +11% all Reduces incoming crit damage: 15.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Light radius: +15 Infravision radius: +5 See invisible: +25 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 24 blight damage or heals 32 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Flashparry'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +8 Changes stats: +5 Con Changes resistances: +12% darkness Changes resistances penetration: +26% fire Critical mult.: +15.00% Mental save: +15 (+4 eff.) Life regen: +4.21 Maximum stamina: +30.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
38 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
17 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 177% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 234/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 792.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
arcane dynamoPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'armor / cloth' When attach to an other item: Talent granted: +2 Arcane Dynamo Allows the use of Technomancy spells. Tinkers can be attached to normal items to improve them with steam power! |
voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Defense: +10 (+3 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
20 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Occultman the Higher Archmage level 41
26th Dusk 123rd year of Ascendancy at 15:16 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Occultman the Higher Archmage level 50
12nd Dusk 124th year of Ascendancy at 11:46 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Occultman the Higher Archmage level 40
3rd Dusk 123rd year of Ascendancy at 14:47 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Occultman the Higher Archmage level 44
45th Dusk 123rd year of Ascendancy at 06:21 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Occultman the Higher Archmage level 50
67th Pyre 124th year of Ascendancy at 00:01 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Occultman the Higher Archmage level 50
9th Mirth 124th year of Ascendancy at 15:17 see stats
Bookception! (Insane (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Occultman the Higher Archmage level 50
3rd Dusk 124th year of Ascendancy at 17:35 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Occultman the Higher Archmage level 43
39th Dusk 123rd year of Ascendancy at 09:32 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Occultman the Higher Archmage level 28
34th Regrowth 123rd year of Ascendancy at 16:11 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Occultman the Higher Archmage level 11
1st Flare 122nd year of Ascendancy at 00:00 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Occultman the Higher Archmage level 42
35th Dusk 123rd year of Ascendancy at 07:05 see stats
Dethroned (Insane (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Occultman the Higher Archmage level 50
15th Pyre 124th year of Ascendancy at 14:51 see stats
Deus Ex Machina (Insane (Adventure) difficulty)
Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.By Occultman the Higher Archmage level 50
77th Dusk 124th year of Ascendancy at 11:40 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Occultman the Higher Archmage level 31
3rd Pyre 123rd year of Ascendancy at 04:53 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Occultman the Higher Archmage level 50
36th Haze 124th year of Ascendancy at 22:59 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Occultman the Higher Archmage level 26
80th Haze 122nd year of Ascendancy at 20:13 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Occultman the Higher Archmage level 35
38th Pyre 123rd year of Ascendancy at 08:28 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Occultman the Higher Archmage level 50
32nd Haze 124th year of Ascendancy at 00:05 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Occultman the Higher Archmage level 50
17th Haze 124th year of Ascendancy at 10:36 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Occultman the Higher Archmage level 46
45th Dusk 123rd year of Ascendancy at 07:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Occultman the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 01:29 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Occultman the Higher Archmage level 20
56th Dusk 122nd year of Ascendancy at 19:44 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Occultman the Higher Archmage level 30
62nd Regrowth 123rd year of Ascendancy at 13:19 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Occultman the Higher Archmage level 40
2nd Dusk 123rd year of Ascendancy at 21:09 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Occultman the Higher Archmage level 50
34th Regrowth 124th year of Ascendancy at 23:29 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Occultman the Higher Archmage level 28
2nd Decay 122nd year of Ascendancy at 22:24 see stats
Now, this is impressive! (Insane (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Occultman the Higher Archmage level 50
45th Haze 124th year of Ascendancy at 01:47 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Occultman the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 14:21 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Occultman the Higher Archmage level 50
73rd Dusk 124th year of Ascendancy at 11:34 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Occultman the Higher Archmage level 50
2nd Dusk 124th year of Ascendancy at 19:29 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Occultman the Higher Archmage level 23
69th Dusk 122nd year of Ascendancy at 23:44 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Occultman the Higher Archmage level 50
1st Time of Equilibrium 124th year of Ascendancy at 17:12 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Occultman the Higher Archmage level 41
30th Dusk 123rd year of Ascendancy at 23:54 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Occultman the Higher Archmage level 28
34th Regrowth 123rd year of Ascendancy at 16:02 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Occultman the Higher Archmage level 19
55th Dusk 122nd year of Ascendancy at 18:32 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Occultman the Higher Archmage level 43
35th Dusk 123rd year of Ascendancy at 12:08 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Occultman the Higher Archmage level 50
36th Haze 124th year of Ascendancy at 22:58 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Occultman the Higher Archmage level 6
76th Pyre 122nd year of Ascendancy at 12:28 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Occultman the Higher Archmage level 50
34th Dusk 124th year of Ascendancy at 11:02 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Occultman the Higher Archmage level 31
4th Pyre 123rd year of Ascendancy at 07:34 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Occultman the Higher Archmage level 50
36th Haze 124th year of Ascendancy at 22:59 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Occultman the Higher Archmage level 42
32nd Dusk 123rd year of Ascendancy at 17:10 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Occultman the Higher Archmage level 25
9th Haze 122nd year of Ascendancy at 04:06 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Occultman the Higher Archmage level 47
69th Dusk 123rd year of Ascendancy at 20:10 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Occultman the Higher Archmage level 22
67th Dusk 122nd year of Ascendancy at 11:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Occultman the Higher Archmage level 15
9th Dusk 122nd year of Ascendancy at 02:21 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Occultman the Higher Archmage level 50
45th Haze 124th year of Ascendancy at 00:26 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Occultman the Higher Archmage level 39
2nd Dusk 123rd year of Ascendancy at 21:09 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Occultman the Higher Archmage level 50
14th Pyre 124th year of Ascendancy at 05:09 see stats
Log
Ran for 3 turns (stop reason: hostile spotted to the north (Archmage Tarelion - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (Archmage Tarelion - offscreen)).
Space restabilizes around you.
There is a portal back here (press '' or right click to use).
The fabric of time around Occultman stabilizes to normal.
The powerful time-altering energies generate a restoration field on Occultman.
You gain 9.13 gold from the transmogrification of rejuvenating hardened leather armour of Toknor (9 def, 6 armour).
You gain 2.54 gold from the transmogrification of hateful dwarven-steel longsword of massacre (30.5-42.7 power, 4 apr).
You gain 3.59 gold from the transmogrification of chilling dwarven-steel longsword of vileness (23-32.2 power, 4 apr).
You gain 3.49 gold from the transmogrification of truestriking dwarven-steel dagger (16-20.8 power, 7 apr).
You gain 1.48 gold from the transmogrification of chilling steel dagger of massacre (19.5-25.35 power, 6 apr).
You gain 1.25 gold from the transmogrification of arcing dwarven-steel dagger (18.5-24.05 power, 7 apr).
You gain 0.62 gold from the transmogrification of manasurge rune (regen 830% over 10 turns; mana 42; cd 18).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Occultman deactivates Arcane Shield.
Occultman deactivates Essence of Speed.
Occultman deactivates Chant of Resistance.
Occultman deactivates Keen Senses.
Occultman deactivates Disruption Shield.
Occultman deactivates Shielding.
Occultman deactivates Pure Aether.
Occultman deactivates Metaphasic Spin.
































































































































































