








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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.
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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. 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.] 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. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 50 / 3065% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 17 on the 9th Flare 122nd year of Ascendancy at 17:53 1 / 6Killed by Layitha the swarming horror at level 18 on the 10th Flare 122nd year of Ascendancy at 20:13 Killed by Ginn the water imp at level 18 on the 1st Dusk 122nd year of Ascendancy at 02:25 Killed by Islymirin the crimson ooze at level 32 on the 66th Regrowth 123rd year of Ascendancy at 23:00 Killed by Zubenn the corrupted dendritic hemospinner at level 35 on the 14th Pyre 123rd year of Ascendancy at 07:24 Killed by Greater Mummy Lord at level 38 on the 1st Flare 123rd year of Ascendancy at 23:37 |
Primary Stats
| Strength | 63 (base 13) |
| Dexterity | 66 (base 16) |
| Constitution | 81 (base 44) |
| Magic | 175 (base 60) |
| Willpower | 103 (base 53) |
| Cunning | 97 (base 53) |
Resources
| Mana | 555/555 |
| Psi | 173/173 |
| Vim | 216/216 |
| Life | 1673/1673 |
| Stamina | 450/450 |
| Healing Factor | 1.7252415653742 |
| Regeneration | 0.43131039134356 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +46.205122053264% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 6 |
| See Stealth | 78.453904713693 |
| See Invisible | 95.453904713693 |
Offense: Mainhand
| Damage | 235 |
| Accuracy | 66 |
| Crit Chance | 36% |
| APR | 60 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 113 |
| Crit Chance | 78% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +46% |
| Acid | +37% |
| Lightning | +226% |
| Temporal | +45% |
| Cold | +101% |
| Arcane | +153% |
| Fire | +144% |
| All | +12% |
Offense: Damage Penetration
| Lightning | +110% |
| Physical | +48% |
| Temporal | +39% |
| Fire | +55% |
| Arcane | +65% |
| Cold | +70% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 61.176564040885 (69.687909656376%) |
| Defense | 101 |
| Ranged Defense | 109 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 63 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 40%( 40%) |
| Cold | + 80%( 80%) |
| All | + 37%( 70%) |
| Darkness | + 65%( 80%) |
| Light | + 46%( 70%) |
| Temporal | + 50%( 70%) |
| Physical | + 43%( 70%) |
| Lightning | + 80%( 80%) |
| Fire | + 80%( 80%) |
| Nature | + 80%( 80%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 45% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 30% |
| Bleed Resistance | 100% |
| Disarm Resistance | 52% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1154 damage for 7 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 337 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 Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Vile life | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Premonition |
| talent | Shielding |
| talent | Beyond the Flesh |
| talent | Arcane Feed |
| talent | Hurricane |
| talent | Trained Reactions |
| talent | Thermal Shield |
| talent | Bone Shield |
| talent | Kinetic Shield |
| talent | Shock Hands |
| talent | Defensive Posture |
| talent | Arcane Power |
| talent | Elemental Discord |
| talent | Fiery Hands |
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 failed to protect the injured seer from death by Xanylle the degenerated skeleton warrior. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+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. | 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4638. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the 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 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 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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
| Psionic focus | Spellblade (50-70 power, 0 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 50.0 - 70.0 Physical Uses 54% Wil, 20% Mag Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +8 Mag offense ------ Spell Crit +9% Spellpower +25 (+4 eff.) Damage +30% lightning +30% fire +30% arcane other ------- Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
| Light source | Dairalen0.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Mag offense ------ Spellpower +15 (+3 eff.) Spellpower/crit +6 Damage +6% arcane Ignore resists +10% physical Ignore Shields +10% Accuracy +5 (+1 eff.) defense ------ Armor +4 Resistance +3% acid Physical save +10 (+4 eff.) Healmod +20% Blind Resist +50% Confus Resist +25% other ------- Max stamina +20.00 Light +13 See Stealth +16 See Invis +18 Track: Puts all charms on 40 cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+4 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
| On feet | pair of dwarven-steel boots 'Shockbore' (0 def, 18 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% lightning defense ------ Armor +18 Fatigue +3% Resistance +10% acid +6% temporal +19% fire +9% cold +19% lightning Life +40.00 Healmod +10% Disarm Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | elven-wood totem of healing 'Sparkhunter' [power 428] (15 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +5 Str +2 Mag offense ------ Damage +18% lightning defense ------ Resistance +15% acid +6% fire +18% nature +9% blight Spell save +9 (+2 eff.) other ------- See Invis +15 Heal yourself and all friendly characters within 10 spaces for 428 Puts all charms on 15 cooldown 100% to heal for 90. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +11 Mag +12 Wil +1 Cun +2 Con offense ------ Spellpower +14 (+3 eff.) defense ------ Fatigue -10% Resistance +12% lightning Life +44.00 Disarm Resist +32% Pinning Resist +45% Knockbk Resist +35% other ------- Encumbrance +36 Can be unequipped, can't be rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+2 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Effective talent level: 6.1 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 880.39 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 neck | Limmir's Amulet of the Moon0.1 Encumbrance T4 amulet jewelry [Unique] While equipped: Stats +8 Dex +8 Cun +25 Con offense ------ Move Speed +15% Damage +20% lightning defense ------ Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Damage Avoidance +8% Affinity +20% lightning Stun Resist +60% Amulets make your neck look great! |
| In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+8 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +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 200 power out of 49/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+2 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Around waist | Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+4 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| Main armor | Porebeth the Chargebraze (4 def, 4 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +10 Mag +5 Wil offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +6% lightning +33% temporal +30% arcane +30% physical Ignore resists +5% lightning +14% temporal +15% cold +13% physical When Hit 2 lightning defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +9% cold +15% all Physical save +24 (+8 eff.) Anomaly Control +15 other ------- Max mana +66.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of Invulnerability2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Prismatic Rune (6 turns; lightning, physical, cold, arcane, nature)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 5 cold, 3 arcane, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1775 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (562.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 814.90 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. |
shielding rune of the wizard (absorb 1216; dur 6; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1216 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Blizzardstoker the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +3 Cun offense ------ Spell Crit +5% Mind Crit +2% Spellpower +5 (+1 eff.) Damage +6% acid +6% fire +6% cold +6% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +9% mind +9% cold other ------- Max psi +50.00 Amulets make your neck look great! |
Eremathel the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Mind Crit +3% Spellpower +25 (+4 eff.) Damage +9% arcane Ignore resists +10% mind defense ------ Resistance +9% acid +21% fire Life +60.00 Blind Resist +34% Cut Resist +20% other ------- Infravision +9 Sight +2 See Invis +13 Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+6 eff.) Mind save +18 (+5 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 541.68 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Cloudresolve the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +10 Wil +8 Cun offense ------ Spellpower +7 (+1 eff.) Mindpower +7 (+2 eff.) Damage +15% lightning Ignore resists +10% lightning defense ------ Defense +6 (+1 eff.) Rings make your fingers look great! |
Rotbreacher0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +14 Str +14 Dex +10 Mag +10 Con offense ------ Physical Power +15 (+3 eff.) Damage +9% nature On-Hit (Melee): * 23% chance to slow global speed by 63% defense ------ Resistance +12% mind other ------- See Invis +18 Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
steel ring 'Isynne'0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun offense ------ On-Hit 9 physical On-Ranged-Hit 10 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 35 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 35 defense ------ Armor +8 Crit Resistance 10.00% Unlife -20.00 life Blind Resist +10% Silence Resist +10% Disarm Resist +20% other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Negorn the steel battleaxe (21-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 21.0 - 31.5 Physical Uses 72% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +16 acid On-crit, radius 2 +4 acid On Hit: * Create an explosion dealing 163 lightning damage (1/turn) While equipped: offense ------ Damage +9% lightning +3% acid Ignore resists +10% lightning +9% physical +7% all Accuracy +17 (+4 eff.) Ignore Armor +22 When Hit 2 acid defense ------ Resistance +3% acid Massive two-handed battleaxes. |
dwarven-steel greatmaul 'Aeranne' (40-60 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 40.0 - 60.0 Physical Uses 72% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 163 damage While equipped: Stats +5 Mag +6 Wil +3 Cun offense ------ Spellpower +12 (+2 eff.) Ignore resists +16% all Accuracy +17 (+4 eff.) Ignore Armor +12 defense ------ Resistance +3% temporal other ------- Equi when Hit +0.04 Max hate +6.00 Massive two-handed mauls. |
iron longsword (10-14 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 10.0 - 14.0 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
voratun longsword 'Morbuswhisper' (44-62 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 44.5 - 62.3 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +24 nature +12 fire On-crit, radius 2 +8 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 272 damage over 5 turns and reducing armor and accuracy by 34 While equipped: Stats +1 Wil offense ------ Damage +6% acid Ignore resists +10% acid +15% all Accuracy +25 (+6 eff.) Ignore Armor +15 other ------- Equi when Hit +0.08 Sharp, long, and deadly. |
Aralle (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Cun +1 Wil offense ------ Spell Crit +10% Spellpower +16 (+3 eff.) Damage +25% lightning +25% cold +25% arcane +25% fire Ignore resists +12% lightning +12% cold +12% arcane +12% fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Physical save +9 (+3 eff.) Spell save +9 (+2 eff.) Mind save +10 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Armylach (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Str +5 Dex +3 Mag +12 Con offense ------ Spell Crit +18% Critical power +17.00% Physical Power +10 (+2 eff.) Spellpower +35 (+6 eff.) Damage +30% fire Accuracy +10 (+2 eff.) defense ------ Life Regen +3.30 Healmod +48% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Chartitan the elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Cun +9 Wil offense ------ Spell Crit +17% Critical power +20.00% Spellpower +12 (+2 eff.) Damage +25% lightning +15% blight Ignore resists +16% fire other ------- Psi when Hit +0.12 Max psi +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +25% Spellpower +40 (+7 eff.) Damage +30% lightning +30% fire +30% arcane +30% cold defense ------ Silence Resist +40% other ------- Mana-on-crit +12.00 Max mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Skyblast (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Con offense ------ Spell Crit +8% Critical power +12.00% Physical Power +15 (+3 eff.) Spellpower +6 (+1 eff.) Damage +21% lightning Ignore resists +15% lightning defense ------ Armor +6 Physical save +3 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+4 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
dwarven-steel waraxe 'Emiriathra' (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Nature Weapon Damage 20.0 - 28.0 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +20 mind While equipped: Stats +9 Con +10 Wil offense ------ Spell Crit +7% Critical power +10.00% Mindpower +10 (+2 eff.) defense ------ Spell save +9 (+2 eff.) Life +52.00 other ------- Max mana +100.00 One-handed war axes. |
Eilinimille the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +2 Con defense ------ Armor +2 Defense +10 (+2 eff.) Resistance +5% arcane Unlife -40.00 life Life +32.00 A belt that goes around your waist. |
drakeskin leather belt 'Filthwind'1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Dex +6 Wil +9 Cun offense ------ Mindpower +25 (+6 eff.) Damage +9% nature +3% fire When Hit 6 mind defense ------ Resistance +15% fire +9% nature +11% cold Physical save +17 (+6 eff.) Spell save +20 (+5 eff.) Mind save +18 (+5 eff.) Life +67.00 other ------- Hate-on-crit +3.00 A belt that goes around your waist. |
Bethodhemina (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +3 Cun +3 Con offense ------ Damage +11% darkness Ignore resists +8% darkness defense ------ Defense +2 (+1 eff.) Resistance +3% acid +16% darkness +15% lightning +6% blight +3% fire +5% arcane +3% light Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Emora the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +7 Str +2 Cun +7 Con offense ------ Damage +6% mind When Hit 6 temporal defense ------ Defense +2 (+1 eff.) Physical save +9 (+3 eff.) Life +64.00 other ------- Light +3 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 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 3.9 Power cost 28 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 552.50 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. |
Umbragash of the Blightspawn (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +4 Mag +3 Wil offense ------ Spell Crit +6% Damage +13% darkness +3% light Ignore resists +5% darkness When Hit: * 28% chance to reduce strength, dexterity, and constitution by 43 * 25% chance to reduce damage dealt by 29% defense ------ Defense +2 (+1 eff.) Resistance +7% acid +15% darkness +12% light +7% fire +7% cold +5% lightning Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikewaker (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) Damage +8% lightning +23% physical +12% cold +9% mind +3% arcane Ignore resists +9% mind When Hit 4 arcane defense ------ Resistance +30% lightning +5% cold +15% physical +9% all other ------- Psi/turn +0.48 Max psi +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 15 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
dispeller's Robe of the Worm of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Damage +7% acid +9% physical +9% fire +8% cold defense ------ Resistance +7% lightning +7% darkness +19% fire +7% all +11% acid +12% physical +7% blight +19% cold +7% light Physical save +12 (+4 eff.) Spell save +23 (+6 eff.) Mind save +12 (+3 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashwind the pair of drakeskin leather boots (0 def, 14 armour)2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Ignore resists +15% acid +5% temporal When Hit 8 acid 8 temporal defense ------ Armor +14 Resistance +15% lightning +14% temporal +3% fire Physical save +15 (+5 eff.) Spell save +11 (+3 eff.) Mind save +15 (+4 eff.) Life Regen +10.00 Healmod +18% Out-of-Phase Defense +18 Out-of-Phase Resistance +18% Out-of-Phase Resilience +18% other ------- Infravision +3 A pair of boots made of leather. |
Scorched Boots (4 def, 4 armour)3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+2 eff.) Damage +15% blight +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Effective talent level: 4.5 Power cost 30 out of 40/40. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 47.20 blight damage and is poisoned for 188.79 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Shimmerweeper (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +3 Str +5 Wil +4 Cun offense ------ Physical Crit +1.0% Physical Power +23 (+4 eff.) Spellpower +18 (+3 eff.) Mindpower +18 (+4 eff.) Ignore resists +10% lightning +20% mind defense ------ Armor +5 Resistance +13% lightning +15% temporal +4% physical Physical save +15 (+5 eff.) Spell save +13 (+3 eff.) Mind save +15 (+4 eff.) Unlife -20.00 life A pair of boots made of leather. |
Smearwill the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +4 Wil +4 Cun +10 Lck defense ------ Armor +3 Resistance +6% light +22% fire +3% nature +8% cold Physical save +10 (+4 eff.) Spell save +8 (+2 eff.) Mind save +5 (+2 eff.) Stealth +8 A pair of boots made of leather. |
pair of drakeskin leather boots 'Naturemoon' (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +6 Wil +6 Cun +4 Con offense ------ Physical Crit +6.0% Physical Power +6 (+1 eff.) Damage +6% mind +9% blight Ignore resists +10% mind Ignore Armor +13 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 43 defense ------ Armor +5 Fatigue -9% Resistance +6% blight +6% mind +9% nature Physical save +29 (+9 eff.) Spell save +13 (+3 eff.) Mind save +15 (+4 eff.) other ------- Encumbrance +47 Rush: Puts all charms on 25 cooldown Effective talent level: 3.5 Power cost 25 out of 25/25. Range 8 Cooldown: 23 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Aragathra (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 63% defense ------ Armor +1 Resistance +6% acid +6% cold +3% mind +9% light Life Regen +2.00 Healmod +5% other ------- Stamina/turn +0.60 Max stamina +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Eternal Night (0 def, 3 armour)2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Dragonskull Helm (0 def, 20 armour)3.0 Encumbrance T5 head armor [Unique] Master While equipped: defense ------ Armor +20 Fatigue +12% Resistance +15% acid +15% physical +15% fire +15% cold +15% lightning Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +12 (+3 eff.) other ------- Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
Guneruidil the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore Armor +4 defense ------ Armor +3 Fatigue +5% Resistance +5% cold +3% light +3% temporal Unlife -60.00 life other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Infused Cerebrum (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+2 eff.) Mindpower +12 (+3 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Isybremira the Chillbolt (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +18% fire +7% nature +6% temporal Spell save +10 (+2 eff.) Life +51.00 Healmod +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+2 eff.) Mindpower +15 (+4 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+1 eff.) Resistance +20% fire Mind save -10 (-2 eff.) Healmod -10% other ------- Hate-on-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. |
drakeskin leather cap 'Dawnwrither' (15 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: offense ------ Ignore resists +15% darkness When Hit 10 light defense ------ Armor +5 Defense +15 (+3 eff.) Fatigue +5% Resistance +24% acid +24% fire +9% light +15% cold Unlife -80.00 life Healmod +15% A cap made of leather. |
elven-silk wizard hat 'Nagund' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str offense ------ Physical Crit +3.0% Mind Crit +5% Critical power +5.00% Mindpower +9 (+2 eff.) Damage +20% fire +20% darkness +20% physical Ignore resists +10% blight +25% arcane When Hit 2 blight defense ------ Defense +3 (+1 eff.) Resistance +15% lightning +15% temporal +19% darkness +30% fire +19% physical other ------- Max hate +13.00 A pointy cloth hat, very wizardly... |
Molten Skin (15 def, 12 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+3 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+3 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 5.5 Power cost 12 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 623.99 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
17 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1673 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
Cobrasnake (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Resistance +9% temporal Life +23.00 other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Home, Horrific Home"2.0 Encumbrance T5 forbidden tome [Unique] Unknown 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"2.0 Encumbrance 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 Encumbrance 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. |
7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Erelodin the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Nature/Master/Psionic While equipped: offense ------ Damage +9% mind defense ------ Resistance +3% cold Mind save +7 (+2 eff.) Life +55.00 Blind Resist +20% Confus Resist +13% other ------- Equi when Hit +0.16 Light +7 See Stealth +18 See Invis +12 Track: Puts all charms on 40 cooldown Effective talent level: 6.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 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)1.0 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance 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 Encumbrance 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. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
55 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
24 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
24 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 225% of the healing done. This effect scales with your Magic stat.. Uses 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)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Unriregofast the voratun torque of psionic shield [power 131] (25 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +15% temporal defense ------ Defense +20 (+4 eff.) Resistance +27% acid +23% blight Life +115.33 Cut Resist +23% Teleport Resist +23% Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Thunderlady [power 10] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% lightning Ignore resists +20% acid +10% lightning When Hit 10 lightning defense ------ Resistance +12% acid +3% darkness +12% lightning Reveal the area around you, dispelling darkness (radius 10, power 109 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
14 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 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. |
22 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By SkollQQ the Skeleton Adventurer level 34
72nd Regrowth 123rd year of Ascendancy at 06:39 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By SkollQQ the Skeleton Adventurer level 24
74th Haze 122nd year of Ascendancy at 01:10 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By SkollQQ the Skeleton Adventurer level 34
68th Regrowth 123rd year of Ascendancy at 21:16 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By SkollQQ the Skeleton Adventurer level 35
78th Regrowth 123rd year of Ascendancy at 15:25 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 SkollQQ the Skeleton Adventurer level 50
67th Pyre 124th year of Ascendancy at 08:51 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By SkollQQ the Skeleton Adventurer level 50
5th Allure 125th year of Ascendancy at 07:07 see stats
Bookception! (Insane (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By SkollQQ the Skeleton Adventurer level 50
37th Pyre 124th year of Ascendancy at 19:01 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By SkollQQ the Skeleton Adventurer level 43
1st Allure 124th year of Ascendancy at 15:04 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By SkollQQ the Skeleton Adventurer level 38
3rd Summertide 123rd year of Ascendancy at 15:02 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SkollQQ the Skeleton Adventurer level 50
41st Haze 124th year of Ascendancy at 04:05 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By SkollQQ the Skeleton Adventurer level 42
77th Haze 123rd year of Ascendancy at 02:06 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By SkollQQ the Skeleton Adventurer level 31
63rd Regrowth 123rd year of Ascendancy at 22:19 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By SkollQQ the Skeleton Adventurer level 27
44th Regrowth 123rd year of Ascendancy at 07:36 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By SkollQQ the Skeleton Adventurer level 50
6th Regrowth 125th year of Ascendancy at 23:26 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By SkollQQ the Skeleton Adventurer level 21
33rd Haze 122nd year of Ascendancy at 15:09 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By SkollQQ the Skeleton Adventurer level 23
45th Haze 122nd year of Ascendancy at 12:29 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By SkollQQ the Skeleton Adventurer level 24
5th Allure 123rd year of Ascendancy at 15:19 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By SkollQQ the Skeleton Adventurer level 50
69th Dusk 124th year of Ascendancy at 00:49 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By SkollQQ the Skeleton Adventurer level 50
56th Dusk 124th year of Ascendancy at 19:11 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 SkollQQ the Skeleton Adventurer level 23
49th Haze 122nd year of Ascendancy at 01:47 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 SkollQQ the Skeleton Adventurer level 50
67th Pyre 124th year of Ascendancy at 09:49 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By SkollQQ the Skeleton Adventurer level 36
15th Pyre 123rd year of Ascendancy at 03:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By SkollQQ the Skeleton Adventurer level 10
7th Mirth 122nd year of Ascendancy at 14:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By SkollQQ the Skeleton Adventurer level 20
21st Haze 122nd year of Ascendancy at 18:36 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By SkollQQ the Skeleton Adventurer level 30
61st Regrowth 123rd year of Ascendancy at 03:33 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By SkollQQ the Skeleton Adventurer level 40
3rd Flare 123rd year of Ascendancy at 07:18 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By SkollQQ the Skeleton Adventurer level 50
21st Regrowth 124th year of Ascendancy at 17:33 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By SkollQQ the Skeleton Adventurer level 50
65th Pyre 124th year of Ascendancy at 02:30 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By SkollQQ the Skeleton Adventurer level 50
13rd Pyre 124th year of Ascendancy at 20:02 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By SkollQQ the Skeleton Adventurer level 19
61st Dusk 122nd year of Ascendancy at 10:40 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By SkollQQ the Skeleton Adventurer level 33
68th Regrowth 123rd year of Ascendancy at 06:48 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By SkollQQ the Skeleton Adventurer level 25
5th Allure 123rd year of Ascendancy at 15:58 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By SkollQQ the Skeleton Adventurer level 42
77th Haze 123rd year of Ascendancy at 07:53 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By SkollQQ the Skeleton Adventurer level 50
6th Regrowth 125th year of Ascendancy at 23:25 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By SkollQQ the Skeleton Adventurer level 24
74th Haze 122nd year of Ascendancy at 01:10 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 SkollQQ the Skeleton Adventurer level 37
68th Pyre 123rd year of Ascendancy at 11:27 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By SkollQQ the Skeleton Adventurer level 50
6th Regrowth 125th year of Ascendancy at 23:26 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By SkollQQ the Skeleton Adventurer level 40
74th Haze 123rd year of Ascendancy at 07:11 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By SkollQQ the Skeleton Adventurer level 18
4th Dusk 122nd year of Ascendancy at 18:25 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By SkollQQ the Skeleton Adventurer level 50
11st Haze 124th year of Ascendancy at 11:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By SkollQQ the Skeleton Adventurer level 23
66th Haze 122nd year of Ascendancy at 11:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By SkollQQ the Skeleton Adventurer level 14
5th Flare 122nd year of Ascendancy at 23:51 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By SkollQQ the Skeleton Adventurer level 33
68th Regrowth 123rd year of Ascendancy at 06:53 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By SkollQQ the Skeleton Adventurer level 50
37th Pyre 124th year of Ascendancy at 02:16 see stats
Log
You gain 7.15 gold from the transmogrification of elemental voratun dagger of torment (38-49 power, 9 apr).
You gain 25.00 gold from the transmogrification of Salossra the Flareguile (58-86 power, 4 apr).
You gain 8.32 gold from the transmogrification of sneakthief's voratun ring of power.
You gain 10.89 gold from the transmogrification of vitalizing voratun amulet of strength (+10).
You gain 1.90 gold from the transmogrification of biting gale rune (damage 310; dur 4; cd 19).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
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 in sight of the Gates of Morning, with no trace of the portal...
Saving game...
There is a Gates of Morning (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
New shimmer option unlocked: Awakened Staff of Absorption
SkollQQ wears (replacing Lost Staff of Archmage Tarelion (30-36 power, 4 apr, cold element)): Awakened Staff of Absorption (60-72 power, 60 apr, lightning element).
Talent Command Staff is ready to use.
Resting starts...
Rested for 26 turns (stop reason: all resources and life at maximum).
The furious lightning storm around SkollQQ calms down and disappears.














































































































































































