










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Allow Respec Anywhere 1.2.3Ignore 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.] Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.0Donators/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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 50 / 2655% |
| Size | medium |
| Lifes / Deaths | Killed by shadowblade at level 20 on the 26th Regrowth 123rd year of Ascendancy at 17:37 5 / 2Killed by Doomed Shade of Diadril at level 47 on the 13rd Dusk 124th year of Ascendancy at 14:35 |
Primary Stats
| Strength | 35 (base 7) |
| Dexterity | 55 (base 37) |
| Constitution | 15 (base 10) |
| Magic | 124 (base 58) |
| Willpower | 85 (base 61) |
| Cunning | 70 (base 57) |
Resources
| Life | 938/938 |
| Mana | 401/401 |
| Healing Factor | 1.1460311219417 |
| Regeneration | 0.28650778048542 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +49.20512205326% |
| Spell | +15% |
| Global | +130.07221286943% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 4 |
| See Stealth | 24.469995015973 |
| See Invisible | 103.87268076268 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 41 |
| Crit Chance | 26% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 90 |
| Crit Chance | 72% |
| Speed | 0.8695652173913 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +129% |
| Physical | +58% |
| Fire | +18% |
| Darkness | +29% |
| Arcane | +44% |
| Cold | +37% |
| All | +14% |
Offense: Damage Penetration
| Arcane | +35% |
| Lightning | +85% |
| Cold | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 36.694063288662 (35.65183292883%) |
| Defense | 80 |
| Ranged Defense | 87 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 59 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 43%( 70%) |
| All | + 34%( 70%) |
| Darkness | + 48%( 70%) |
| Temporal | + 47%( 70%) |
| Physical | + 52%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Silence Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1149 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 5 turns and blocking 226 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 10 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 1707% for 10 turns (201 total) and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 810% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 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. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Arcane | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| 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 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Energy Alteration |
| talent | Chant of Fortitude |
| talent | Feather Wind |
| talent | Keen Senses |
| talent | Disruption Shield |
| talent | Arcane Power |
| talent | Thunderstorm |
| talent | Essence of Speed |
| talent | Tempest |
| talent | Aether Permeation |
| talent | Defensive Posture |
| talent | Phantasmal Shield |
| talent | Shielding |
| talent | Spellcraft |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You abandoned worried loremaster, to death. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox 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: 2189. | 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, Ungrol of Last Hope 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 Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within8 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 | eldritch pair of voratun boots of phasing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +2% ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.28 Max.mana +28.00 Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal dwarven lantern of corpselight0.0 T5 lite [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +5% Spell.pwr +16 (+3 eff.) ----- def ----- Resists +11% blight +9% darkness ---------- misc Light +7 Infravis +3 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 24 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Khelytosta' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Dex +2 Cun dps ---------- Crit.mult +35.00% ----- def ----- Armour +5 Fatigue +5% Resists +19% lightning +20% temporal Mind.save +6 (+2 eff.) ---------- misc Max.psi +10.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 357.9 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Ragolach the Tempestoozer [power 548] (20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +24% lightning Res.pen +10% lightning +15% cold ----- def ----- Resists +12% lightning ---------- misc Wards +4 darkness +5 temporal +3 mind +6 cold Talents +1 Ward Create a shield absorbing up to 1039 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 422.38 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. |
| On fingers | conjurer's voratun ring of speed0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +18% Acc +11 (+4 eff.) ----- def ----- Defense +12 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around waist | Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In main hand | Duvathad (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +24 (+5 eff.) Melee+ 23 fire Dmg.mod +30% lightning ----- def ----- Defense +5 (+1 eff.) Resists +3% acid Max.HP +100.00 Heal.mod +10% Pinning- +20% ---------- misc Mana/turn +0.40 Max.mana +75.00 See.Invis +16 Talents +1 Command Staff On Spell Hit: 10% Soul Rot 6 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | stormwoven elven-silk robe of the mountain (+14%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +7 Str +6 Mag +6 Wil dps ---------- Dmg.mod +30% lightning +40% physical +19% cold ----- def ----- Resists +14% lightning +14% cold +27% physical +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 230.26 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
heroism infusion of the wizard (die at -1000; dur 9; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -1000 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1000 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 501%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 501% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions Press to compare to your current inscriptions |
Rune of the Rift (490.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 558.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 1252; dur 6; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1252 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 Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Koredudor0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +30 (+6 eff.) ----- def ----- Resists +9% blight Crit.dmg- 15.00% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Amulets make your neck look great! |
enraging stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.pwr +9 (+3 eff.) S.pwr/crit +5 Phys.spd +10% Dmg.mod +7% physical ---------- misc Mana/turn +0.14 Max.mana +45.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ebonyream the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +5 Mag dps ---------- Dmg.mod +3% acid +9% darkness Acc +6 (+2 eff.) ---------- misc Infravis +1 Rings make your fingers look great! |
conjurer's copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.45 cold and 29.35 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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? |
steel Prothotipe's Prismatic Eye ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +9 Mag +3 Cun +5 Con dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% lightning +10% fire +10% cold ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great! |
warrior's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% acid ----- def ----- Armour +8 Resists +24% acid Rings make your fingers look great! |
gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Bregiran the voratun ring0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +1 Mag +2 Con dps ---------- Dmg.mod +18% acid ----- def ----- Defense +10 (+2 eff.) Resists +36% acid +3% fire +5% arcane Die.at -80.00 life Disarm- +20% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 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." |
lifebinding dragonbone magestaff of the prodigy (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +16 Mag +17 Wil +15 Cun +4 Con dps ---------- Spell.crit +5% Spell.pwr +23 (+5 eff.) S.pwr/crit +8 Dmg.mod +30% lightning ----- def ----- HP.reg +1.30 Heal.mod +22% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt of magery1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% ----- def ----- Defense +8 (+1 eff.) Stealth +5 A belt that goes around your waist. |
Pitchwaker the drakeskin leather belt1.0 T5 belt armor [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +15% acid +6% darkness Phys.save +13 (+7 eff.) ---------- misc Light +2 Size +1 A belt that goes around your waist. |
insulating drakeskin leather belt of magery1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +7 Mag +4 Wil dps ---------- Spell.crit +5% ----- def ----- Resists +9% fire +10% cold A belt that goes around your waist. |
Hailspitter the linen cloak (31 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Acc +17 (+6 eff.) ----- def ----- Defense +31 (+6 eff.) Fatigue -5% Resists +18% acid +3% darkness Max.HP +48.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blizzardlash (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +12% cold Res.pen +15% darkness ----- def ----- Defense +2 (+0 eff.) Resists +12% blight +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+0 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
enveloping cashmere cloak of backstabbing (9 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +15.00% Acc +5 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+1 eff.) Phys.save +5 (+3 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+2 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of backstabbing (2 def, 5 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +19.00% Acc +8 (+3 eff.) Apr +10 ----- def ----- Armour +5 Defense +2 (+0 eff.) Resists +22% cold Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of conjuring (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Crit.mult +23.00% Spell.pwr +7 (+1 eff.) Dmg.mod +11% arcane Res.pen +7% arcane ----- def ----- Defense +3 (+0 eff.) ---------- misc Max.mana +75.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
undeterred pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 Silence- +22% Confus- +33% Stun/Frz- +26% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Sleettide (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +9 Con +3 Wil ----- def ----- Armour +5 Resists +11% fire +19% cold Crit.dmg- 15.00% ---------- misc Light +3 A pair of boots made of leather. |
blightbringer's pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +10 Mag dps ---------- Spell.pwr +6 (+1 eff.) Mov.spd +25% Dmg.mod +8% acid +8% blight ----- def ----- Armour +5 Fatigue +4% Disease- +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinegathra the Shockquake (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +6 Dex +3 Cun +8 Con dps ---------- Melee+ 14 cold Dmg.mod +9% blight +8% cold Melee Ret 6 lightning ----- def ----- Armour +3 Fatigue +5% Resists +10% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's voratun gauntlets (0 def, 15 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +9 Con ----- def ----- Armour +15 Hardiness +11% Fatigue +5% Resists +7% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
eldritch elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Defense +3 (+0 eff.) ---------- misc Mana/turn +1.60 Mana/ret +2.00 Max.mana +55.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Frozenpower (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun +3 Wil dps ---------- Res.pen +5% cold ----- def ----- Armour +1 Fatigue +1% Resists +7% cold Crit.dmg- 5.00% ---------- misc Breathe water A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Xusekira the Blazemark (3 def, 8 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +2 Str +6 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +12% light +20% cold Melee Ret 10 acid ----- def ----- Armour +8 Defense +3 (+0 eff.) Resists +30% cold ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.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. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
40 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
31 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
24 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
37 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
303 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
62 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(139 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 47.24 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Charwind1.0 T3 lite [Rare] Nature While equipped: Stats +2 Cun +3 Dex dps ---------- Mind.crit +2% Acc +5 (+2 eff.) Melee Ret 4 fire ----- def ----- Phys.save +11 (+6 eff.) Die.at -80.00 life Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 208.98 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
ethereal alchemist's lamp of clarity0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Light +6 See.Stealth +7 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal dwarven lantern of corpselight0.0 T5 lite [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Spell.pwr +16 (+3 eff.) ----- def ----- Resists +9% blight +7% darkness ---------- misc Light +7 Infravis +6 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 26 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Kilnvengeance' (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Spell.crit +4% Phys.pwr +6 (+2 eff.) Mov.spd +10% ----- def ----- Resists +5% arcane +9% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.24 Max.mana +100.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed voratun pickaxe (dig speed 19 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +11 Str +8 Wil dps ---------- Phys.crit +12.0% Mind.crit +11% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Salivena' (dig speed 11 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +8 Str +3 Dex +6 Cun ----- def ----- Resists +5% darkness +8% fire ---------- misc Light +3 See.Invis +21 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 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 Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
stralite torque of gale force 'Relgiragorn' [power 270] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind ---------- misc Equi/ret +0.08 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 427 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
cleansing elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (265 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 220 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 20 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of shielding [power 596] (30 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 1130 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 30 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Diadril the Higher Archmage level 36
53rd Haze 123rd year of Ascendancy at 04:14 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Diadril the Higher Archmage level 50
71st Dusk 124th year of Ascendancy at 02:36 see stats
Against all odds
Killed Ukruk in the ambush.By Diadril the Higher Archmage level 36
50th Haze 123rd year of Ascendancy at 14:47 see stats
Arachnophobia
Destroyed the spydric menace.By Diadril the Higher Archmage level 39
7th Decay 123rd year of Ascendancy at 06:41 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Diadril the Higher Archmage level 40
31st Regrowth 124th year of Ascendancy at 03:08 see stats
Atamathoned!
Killed the giant golem Atamathon after foolishly reactivating it.By Diadril the Higher Archmage level 50
32nd Regrowth 125th year of Ascendancy at 00:09 see stats
Ay ay captain!
Turn into a pirate!By Diadril the Higher Archmage level 50
69th Dusk 124th year of Ascendancy at 16:41 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Diadril the Higher Archmage level 47
7th Mirth 124th year of Ascendancy at 10:29 see stats
Brave new world
Went to the Far East and took part in the war.By Diadril the Higher Archmage level 38
76th Haze 123rd year of Ascendancy at 19:38 see stats
Bringer of Doom
Killed a Bringer of Doom.By Diadril the Higher Archmage level 50
1st Allure 125th year of Ascendancy at 05:36 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Diadril the Higher Archmage level 28
70th Pyre 123rd year of Ascendancy at 20:01 see stats
Clone War
Destroyed your own Shade.By Diadril the Higher Archmage level 47
13rd Dusk 124th year of Ascendancy at 16:52 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Diadril the Higher Archmage level 12
28th Haze 122nd year of Ascendancy at 22:01 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Diadril the Higher Archmage level 38
62nd Haze 123rd year of Ascendancy at 14:39 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Diadril the Higher Archmage level 19
25th Regrowth 123rd year of Ascendancy at 03:36 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Diadril the Higher Archmage level 47
10th Dusk 124th year of Ascendancy at 10:37 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Diadril the Higher Archmage level 50
7th Allure 125th year of Ascendancy at 02:01 see stats
Exterminator
Killed 1000 creatures.By Diadril the Higher Archmage level 20
26th Regrowth 123rd year of Ascendancy at 14:15 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Diadril the Higher Archmage level 32
72nd Dusk 123rd year of Ascendancy at 22:08 see stats
Fear me not!
Survived the Fearscape!By Diadril the Higher Archmage level 50
8th Decay 124th year of Ascendancy at 11:34 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Diadril the Higher Archmage level 50
76th Haze 124th year of Ascendancy at 10:57 see stats
Got eggs?
Finish the Pikataclysm event.By Diadril the Higher Archmage level 22
5th Pyre 123rd year of Ascendancy at 03:06 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Diadril the Higher Archmage level 32
77th Dusk 123rd year of Ascendancy at 20:35 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Diadril the Higher Archmage level 42
31st Regrowth 124th year of Ascendancy at 10:50 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Diadril the Higher Archmage level 50
70th Dusk 124th year of Ascendancy at 01:18 see stats
Level 10
Got a character to level 10.By Diadril the Higher Archmage level 10
10th Haze 122nd year of Ascendancy at 03:34 see stats
Level 20
Got a character to level 20.By Diadril the Higher Archmage level 20
25th Regrowth 123rd year of Ascendancy at 22:09 see stats
Level 30
Got a character to level 30.By Diadril the Higher Archmage level 30
11st Dusk 123rd year of Ascendancy at 18:53 see stats
Level 40
Got a character to level 40.By Diadril the Higher Archmage level 40
20th Regrowth 124th year of Ascendancy at 23:38 see stats
Level 50
Got a character to level 50.By Diadril the Higher Archmage level 50
46th Dusk 124th year of Ascendancy at 16:20 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Diadril the Higher Archmage level 21
56th Regrowth 123rd year of Ascendancy at 12:39 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Diadril the Higher Archmage level 30
37th Dusk 123rd year of Ascendancy at 04:41 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Diadril the Higher Archmage level 2
75th Pyre 122nd year of Ascendancy at 20:33 see stats
Orcrist
Killed the leaders of the Orc Pride.By Diadril the Higher Archmage level 50
63rd Haze 124th year of Ascendancy at 15:53 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Diadril the Higher Archmage level 50
15th Haze 124th year of Ascendancy at 00:05 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Diadril the Higher Archmage level 45
57th Pyre 124th year of Ascendancy at 05:16 see stats
Size is everything
Did over 1500 damage in one attack.By Diadril the Higher Archmage level 32
5th Haze 123rd year of Ascendancy at 09:53 see stats
Size matters
Did over 600 damage in one attack.By Diadril the Higher Archmage level 14
57th Haze 122nd year of Ascendancy at 19:18 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Diadril the Higher Archmage level 38
62nd Haze 123rd year of Ascendancy at 16:30 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Diadril the Higher Archmage level 50
7th Allure 125th year of Ascendancy at 02:00 see stats
The Arena
Unlocked Arena mode.By Diadril the Higher Archmage level 9
6th Haze 122nd year of Ascendancy at 14:31 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Diadril the Higher Archmage level 50
29th Haze 124th year of Ascendancy at 20:23 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Diadril the Higher Archmage level 28
2nd Summertide 123rd year of Ascendancy at 01:29 see stats
The Sun Still Shines
Aeryn survived the last battle.By Diadril the Higher Archmage level 50
7th Allure 125th year of Ascendancy at 02:01 see stats
The bigger the better!
Did over 3000 damage in one attack.By Diadril the Higher Archmage level 50
68th Dusk 124th year of Ascendancy at 15:07 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Diadril the Higher Archmage level 33
20th Haze 123rd year of Ascendancy at 08:35 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Diadril the Higher Archmage level 43
51st Regrowth 124th year of Ascendancy at 11:20 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Diadril the Higher Archmage level 28
71st Pyre 123rd year of Ascendancy at 01:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Diadril the Higher Archmage level 19
15th Regrowth 123rd year of Ascendancy at 11:34 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Diadril the Higher Archmage level 35
49th Haze 123rd year of Ascendancy at 13:58 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
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There is an exit to the worldmap here (press '' or right click to use).
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You gain 3.65 gold from the transmogrification of insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
You gain 25.00 gold from the transmogrification of Plate Armor of the King (15 def, 30 armour).
You gain 1.88 gold from the transmogrification of dwarven-steel mail armour of fire resistance (3 def, 8 armour).
You gain 4.52 gold from the transmogrification of dreamer's cashmere robe of time (+11%) (0 def, 0 armour).
You gain 3.74 gold from the transmogrification of reinforced dwarven-steel shield of the stars (0 def, 9 armour, 133.5 block).
You gain 1.69 gold from the transmogrification of deadly pouch of dwarven-steel shots of erosion (22/22, 38-46 power, 3 apr).
You gain 4.15 gold from the transmogrification of ranger's steel steamgun.
You gain 11.67 gold from the transmogrification of Samidir the cured leather sling.
You gain 3.95 gold from the transmogrification of mossy mindstar of gales (2-3 power, 12 apr, mind damage).
You gain 2.00 gold from the transmogrification of steel mace of phasing (14-20 power, 15 apr).
You gain 1.00 gold from the transmogrification of arcing steel greatmaul (28-43 power, 2 apr).
You gain 6.56 gold from the transmogrification of truestriking steel battleaxe of crippling (19-28 power, 2 apr).
You gain 3.55 gold from the transmogrification of sneakthief's steel ring of nature (+22%).
You gain 0.75 gold from the transmogrification of voratun amulet.
You gain 1.52 gold from the transmogrification of movement infusion (speed 407%; cd 13).
There is a Golem Graveyard 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.
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The furious lightning storm around Diadril calms down and disappears.




































































































































































