











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
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 Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: 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. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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.] 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 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. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Archmage |
| Level / Exp | 50 / 2802% |
| Size | medium |
| Lifes / Deaths | Killed by Fr at level 50 on the 2nd Allure 123rd year of Ascendancy at 03:43 / 1 |
Primary Stats
| Strength | 20 (base 7) |
| Dexterity | 44 (base 29) |
| Constitution | 17 (base 12) |
| Magic | 122 (base 61) |
| Willpower | 104 (base 65) |
| Cunning | 85 (base 60) |
Resources
| Mana | 562/1167 |
| Equilibrium | 30 |
| Life | 572/572 |
| Positive | 177/197 |
| Steam | 100/100 |
| Healing Factor | 1.5229415192739 |
| Regeneration | 36.931331842392 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35.000000000003% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 3 |
| See Stealth | 31 |
| See Invisible | 42.999999999998 |
| ESP Range | 20 |
| ESP Kinds | animal/canine, horror |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 46 |
| Crit Chance | 41% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 104 |
| Crit Chance | 56% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 74 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Blight | +15% |
| Arcane | +50% |
| Cold | +52% |
| All | 0% |
| Darkness | 0% |
| Light | +20% |
| Temporal | +40% |
| Physical | +37% |
| Lightning | +129% |
| Fire | +37% |
| Nature | +46% |
Offense: Damage Penetration
| Blight | +15% |
| Lightning | +25% |
| Arcane | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 30 (35.65183292883%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 1 |
| Physical Save | 30 |
| Spell Save | 49 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 31%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 66%( 70%) |
| Light | -6%( 45%) |
| Temporal | + 20%( 70%) |
| Mind | + 20%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 50% |
| Poison Resistance | 92% |
| Blind Resistance | 100% |
| Silence Resistance | 80% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 852 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 6 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1766% for 10 turns (1366 total) and instantly restoring 88 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 205 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Doomelf | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Xeresema the stone troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+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 successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | 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% ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +15 (+7 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- 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. |
| Light source | Thunderknave 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Crit.mult +16.00% Dmg.mod +20% light Res.pen +10% lightning Melee Ret 2 lightning ----- def ----- Resists +6% acid +6% temporal +12% darkness +3% fire +5% arcane Phys.save +13 (+6 eff.) Mind.save +12 (+4 eff.) Heal.mod +30% ---------- misc Light +10 See.Stealth +31 See.Invis +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Helm of the Dominated (0 def, 9 armour) 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +80% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| Tool | Galeldatira the Ravenbane (dig speed 18 turns)3.0 T5 digger tool [Rare] Arcane While equipped: Stats +3 Str +3 Wil dps ---------- Spell.pwr +15 (+3 eff.) Melee Ret 12 darkness ----- def ----- Armour +12 Defense +35 (+9 eff.) Resists +12% acid Crit.chn- 18.43% Die.at -80.00 life ---------- misc Mana/turn +0.24 Max.mana +100.00 Max.vim +30.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun Windborne Azurite ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Dex +8 Cun +4 Con dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Ignore.dmg +8% Affinity +20% lightning Spell.save +10 (+4 eff.) Rings make your fingers look great! |
| On fingers | Crackleenvy the gold ring0.1 T3 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning Melee Ret 10 lightning ----- def ----- Resists +11% blight +43% nature +15% lightning Max.HP +76.00 HP.reg +14.00 Heal.mod +16% Poison- +22% Disease- +22% Def/telep +17 Res/telep +17% Dur/telep +17% Rings make your fingers look great! |
| Around waist | Rotorder 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +11 Wil +6 Mag dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +8 (+2 eff.) Dmg.mod +21% lightning ----- def ----- Defense +10 (+3 eff.) Resists +6% mind Mind.save +14 (+5 eff.) Proj.slow +25% A belt that goes around your waist. |
| In main hand | Ivetira (136% power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +72.00% Spell.pwr +41 (+7 eff.) Dmg.mod +30% lightning Phasing +27% ----- def ----- Defense +20 (+5 eff.) Resists +9% blight Shield.pwr +20% Anom.red +15 ---------- misc Mana/turn +5.00 See.Invis +35 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 This staff offers 30% bonus to lightning damage. (included above) 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 Disarm- +100% ---------- misc Talents +5 Iron Grip 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. This item has been sent to the Item's Vault. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+6 eff.) Dmg.mod +37% lightning ----- def ----- Resists +15% all HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
| Cloak | Isilranne (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil +6 Mag dps ---------- Spell.crit +6% Crit.mult +60.00% Spell.pwr +9 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Stealth +14 Stun/Frz- +50% ---------- misc Max.mana +77.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.6 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Inventory
medical injector implant (efficiency 173% / cooldown 73%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 173% efficiency and cooldown mod of 73%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the psychic (speed 1067%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1067% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature 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 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 101; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 101.97 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 103; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Tome of Uttercold0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Raincast0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Con dps ---------- Melee Ret 2 nature ----- def ----- Phys.save +12 (+6 eff.) Spell.save +10 (+4 eff.) Mind.save +11 (+4 eff.) Amulets make your neck look great! |
steel amulet 'Anoromistir'0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +14% lightning +12% temporal +12% light Stun/Frz- +31% Amulets make your neck look great! |
steel amulet 'Radiancestoker'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +18% light Res.pen +25% lightning Melee Ret 4 nature ----- def ----- Resists +9% lightning Phys.save +11 (+5 eff.) Max.HP +37.00 HP.reg +5.00 ---------- misc Light +3 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 (+2 eff.) ----- 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. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 472 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 33 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Snowjustice0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +9 Wil dps ---------- Crit.mult +33.00% Spell.pwr +28 (+5 eff.) S.pwr/crit +8 Amulets make your neck look great! |
voratun amulet 'Dazzlefoe'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Dex +9 Wil +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% light Melee Ret 2 mind 4 cold ----- def ----- Armour +7 Defense +10 (+3 eff.) Resists +22% fire +25% cold Res.Cap +7% all Phys.save +24 (+11 eff.) 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. |
gold ring 'Rhulendur'0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +6 Con dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +4% all ----- def ----- Crit.chn- 15.00% Phys.save +3 (+1 eff.) HP.reg +3.00 Cut- +10% Stun/Frz- +25% ---------- misc Mana/turn +0.08 Vim/s.crit +2.00 Rings make your fingers look great! |
rogue's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +10 (+3 eff.) Resists +24% lightning Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 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. |
stralite amber ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Dmg.mod +8% all ----- def ----- Resists +20% acid +14% fire +26% lightning +16% cold Rings make your fingers look great! |
Dawnpierce0.1 T5 ring jewelry [Rare] Master While equipped: Stats +5 Str ----- def ----- Defense +32 (+8 eff.) Resists +15% light +9% physical Phys.save +18 (+9 eff.) Spell.save +16 (+6 eff.) Mind.save +14 (+5 eff.) Rings make your fingers look great! |
Glowbutcher0.1 T5 ring jewelry [Rare] Master While equipped: Stats +9 Wil dps ---------- Dmg.mod +12% light On Hit (Melee): * 20% chance to reduce all saves and defense by 41 ----- def ----- Mind.save +12 (+4 eff.) Max.HP +50.00 Disarm- +50% Pinning- +50% Knockbk- +41% Rings make your fingers look great! |
warrior's voratun ring of warding0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Str ----- def ----- Armour +14 Resists +10% acid +24% fire +24% lightning +21% cold Rings make your fingers look great! |
Staff of Destruction (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 120% Range: 1.2x Uses 100% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning Res.pen +30% lightning ---------- 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. This staff offers 60% bonus to fire, cold, lightning, arcane damage. (included above) 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 38/200 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." |
Lost Staff of Archmage Tarelion (136% power, 4 apr, fire element)5.0 T5 staff 2H weapon [Unique] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+7 eff.) Dmg.mod +30% lightning ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 This staff offers 30% bonus to fire, cold, lightning, arcane damage. (included above) Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Spidertorrent the dragonbone vilestaff (136% power, 6 apr, acid element)5.0 T5 staff 2H weapon [Rare] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +34 (+6 eff.) Melee Ret 8 arcane 13 nature ----- def ----- Resists +8% physical Crit.chn- 20.40% ---------- misc Max.vim +40.00 Talents +1 Command Staff This staff offers 30% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (143% power, 0 apr, cold element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 143% Range: 1.2x Uses 100% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff This staff offers 35% bonus to cold damage. (included above) The top part of Telos' broken staff. |
dragonbone magestaff 'Loravon' (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Spell.crit +11% Spell.pwr +22 (+4 eff.) Dmg.mod +30% lightning Melee Ret 6 acid ----- def ----- Armour +4 Defense +20 (+5 eff.) Resists +3% acid +15% fire +15% cold +15% arcane +15% lightning Phys.save +14 (+7 eff.) Spell.save +13 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Talents +1 Command Staff This staff offers 30% bonus, 15% resistance to fire, cold, lightning, arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego+] Nature Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +25 (+5 eff.) ----- def ----- HP.reg +2.00 Heal.mod +26% ---------- misc Talents +1 Command Staff This staff offers 30% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
quick voratun battleaxe of massacre (184% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Power 184% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +10 Dex Massive two-handed battleaxes. |
stormbringer's orichalcum trident of rage (164% power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 164% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +47 lightning +52 cold While equipped: Stats +16 Str dps ---------- Mov.spd +70% Res.pen +35% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's voratun longsword (154% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +38 lightning +45 cold While equipped: dps ---------- Mov.spd +46% Res.pen +25% lightning Sharp, long, and deadly. |
voratun longsword of crippling (151% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Sharp, long, and deadly. |
acidic voratun mace of evisceration (156% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 156% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 257 damage over 5 turns and reducing armor and accuracy by 33 While equipped: Blunt and deadly. |
warbringer's voratun waraxe (150% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +6 Con ----- def ----- Disarm- +35% One-handed war axes. |
hungering living mindstar (113% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 162.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering living mindstar of venom (116% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: ----- def ----- Resists +19% acid HP.reg +5.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 163.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Fogtrencher (65% power, 16 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Rare] Arcane/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +5.0% Atk.spd 100% Block +100 Phasing +20% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +9 Wil dps ---------- Spell.crit +8% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +6% arcane +24% darkness Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Max.mana +136.01 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced leather sling of enduring4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +13 Con +13 Wil ----- def ----- Max.HP +90.00 Slings are used to hurl stones or metal shots at your foes. |
swiftstrike drakeskin leather sling4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +3 Cun Slings are used to hurl stones or metal shots at your foes. |
self-loading pouch of stralite shots of crippling (18/18, 154% power, 5 apr)3.0 T4 shot ammo [Ego+] Arcane/Master Power 154% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +18.5% Capacity 18 Rld cld 2 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
swashbuckler's voratun shield of mind resistance (+20%) (0 def, 10 armour, 198 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +13 Str +13 Dex ----- def ----- Armour +10 Fatigue +8% Resists +20% mind ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's voratun shield of mind resistance (+20%) (0 def, 10 armour, 217 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +12 Str +13 Dex ----- def ----- Armour +10 Fatigue +8% Resists +20% mind ---------- misc Talents +1 Block Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
spellwoven woollen robe of Linaniil (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +13% Spell.pwr +25 (+5 eff.) ----- def ----- Resists +9% all Spell.save +21 (+7 eff.) ---------- misc Mana/turn +0.22 Max.mana +64.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 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. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 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 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 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. |
Blastkiller (0 def, 8 armour)2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning Melee Ret 8 lightning ----- def ----- Armour +8 Resists +36% lightning +9% darkness +9% fire +15% mind +15% all Phys.save +9 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +18 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Snowraptor the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +15 Mag +13 Wil dps ---------- Dmg.mod +38% lightning ----- def ----- Resists +45% lightning +12% cold +15% all ---------- misc Mana/turn +0.27 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +17% all ----- def ----- Resists +15% all Anom.red +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Spell.crit +15% Spell.pwr +27 (+5 eff.) ----- def ----- Resists +15% all Mind.save +29 (+10 eff.) ---------- misc Mana/turn +0.40 Max.mana +85.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Cun dps ---------- Spell.crit +10% Spell.pwr +30 (+5 eff.) Dmg.mod +26% light +20% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +10 Con ----- def ----- Resists +15% all Poison- +50% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of nature (+33%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +10 Con ----- def ----- Resists +33% nature +15% all Poison- +48% Disease- +45% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+2 eff.) Fatigue +8% Resists +10% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
enlightening reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +8 Cun +8 Wil ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Mind.save +22 (+8 eff.) A suit of armour made of leather. |
Gythra the Daymoon (20 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +20.00% Melee Ret 16 acid 12 fire 4 light ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +27% lightning +60% fire +6% light +35% acid Spell.save +6 (+2 eff.) Poison- +10% ---------- misc Light +1 A suit of armour made of leather. |
Sulfurwarden the voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Rare] Master While equipped: Stats +4 Str +9 Wil +6 Cun dps ---------- Dmg.mod +12% light On Hit (Melee): * 27% chance to reduce all saves and defense by 41 ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +12% mind +30% cold Crit.chn- 20.40% ---------- misc Infravis +4 See.Invis +15 A suit of armour made of mail. |
fortifying voratun plate armour of stability (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master While equipped: Stats +5 Str +7 Con ----- def ----- Armour +16 Fatigue +22% Resists +10% physical Phys.save +23 (+11 eff.) Max.HP +94.00 A suit of armour made of metal plates. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Generate a personal shield that absorbs up to 300 damage and damages attackers striking the wearer for 42 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 486, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
hardened leather belt 'Brenayaldir'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.pwr +25 (+5 eff.) S.pwr/crit +6 Against +24% Summoned Melee Ret 2 arcane ----- def ----- D.Red.from +27% Summoned ---------- misc Mana/s.crit +2.00 A belt that goes around your waist. |
Ce'Nygakira1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +10 (+2 eff.) S.pwr/crit +10 ----- def ----- Resists +15% acid +15% fire +9% darkness Spell.save +6 (+2 eff.) Die.at -83.52 life HP.reg +2.60 Heal.mod +47% A belt that goes around your waist. |
Glinor the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +6 Con ----- def ----- Armour +6 Fatigue -10% Phys.save +12 (+6 eff.) Spell.save +11 (+4 eff.) Mind.save +15 (+5 eff.) Die.at -40.00 life ---------- misc Max.enc +57 Size +1 A belt that goes around your waist. |
Zerechik the drakeskin leather belt1.0 T5 belt armor [Rare] Master While equipped: Stats +4 Wil +10 Mag dps ---------- Spell.crit +9% Spell.pwr +40 (+7 eff.) On Hit (Melee): * 27% chance to reduce armor by 51% ----- def ----- Resists +18% blight Spell.save +27 (+9 eff.) ---------- misc Mana/turn +0.16 Max.mana +136.01 Size +1 A belt that goes around your waist. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.6 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 3 random arcane explosions in the target area. Each explosion does 254.65 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. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 670.32 cold damage and condensing the air into freezing vapors that deal 223.44 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
elven-silk cloak 'Sparkzephyr' (18 def, 16 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +3 Dex +4 Mag +4 Wil dps ---------- Dmg.mod +15% lightning Res.pen +15% lightning Melee Ret 10 lightning 6 physical ----- def ----- Armour +16 Defense +18 (+5 eff.) Resists +18% fire 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 'Tempestvice' (3 def, 13 armour)2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +7% Dmg.mod +15% lightning Melee Ret 6 lightning ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +17% blight +26% cold +20% nature +3% fire HP.reg +8.00 Heal.mod +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 62% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 280 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
dreamer's pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +5 Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) A pair of boots made of leather. |
dreamer's pair of voratun boots of void walking (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +5 Fatigue +4% Resists +30% darkness +30% temporal Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Def/telep +28 Res/telep +20% Dur/telep +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of voratun boots of speed (0 def, 14 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +14 Fatigue +4% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Flashpiety' (0 def, 12 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Wil +10 Cun +5 Con dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning ----- def ----- Armour +12 Fatigue +4% Resists +9% mind +9% cold Phys.save +25 (+11 eff.) Spell.save +14 (+5 eff.) Mind.save +36 (+12 eff.) HP.reg +2.00 Pinning- +21% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ulfedradin the drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +6 Wil +7 Con dps ---------- Crit.mult +5.00% Spell.pwr +10 (+2 eff.) Phasing +20% ----- def ----- Armour +5 Fatigue +5% Phys.save +46 (+18 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A hat made of leather. Very stylish. |
aegis elven-silk wizard hat of the sentry (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Shield.pwr +14% HP.reg +6.00 ---------- misc Infravis +9 See.Stealth +24 See.Invis +16 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 92% and attempts to push all creatures other than yourself out of its radius, inflicting 22.25 light damage and 18.54 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Layewe' (3 def, 6 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +2 Str +1 Con dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +12% light ----- def ----- Armour +6 Defense +3 (+1 eff.) Die.at -80.00 life ---------- misc Mana/turn +3.00 Mana/ret +2.30 Max.mana +213.00 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 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
thaloren drakeskin leather hat of sanctity (0 def, 5 armour)2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +9 Wil ----- def ----- Armour +5 Fatigue +5% Resists +30% blight +13% darkness Spell.save +15 (+5 eff.) Mind.save +29 (+10 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 28 light damage to everyone else who enters. The circle lasts 4 turns. A hat made of leather. Very stylish. |
hardened leather cap 'Arcwasp' (10 def, 11 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Res.pen +20% lightning On Hit (Melee): * 10% chance to reduce armor by 51% ----- def ----- Armour +11 Defense +10 (+3 eff.) Fatigue +3% Phys.save +3 (+1 eff.) A cap made of leather. |
Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Snowpython (3 def, 0 armour)2.0 T5 head armor [Rare] Psionic While equipped: Stats +6 Cun +11 Wil dps ---------- Spell.crit +4% Phasing +31% Melee Ret 8 blight ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 A pointy cloth hat, very wizardly... |
catburglar's drakeskin leather cap of precognition (12 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +7 Dex +10 Cun dps ---------- On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+3 eff.) Fatigue +5% Resists +25% darkness ---------- misc Infravis +7 A cap made of leather. |
stabilizing drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Phys.save +14 (+7 eff.) A cap made of leather. |
thaloren drakeskin leather cap of ire (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +5 Str +9 Wil +6 Con ----- def ----- Armour +5 Fatigue +5% Resists +7% blight Phys.save +15 (+7 eff.) Mind.save +28 (+10 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Crown of Burning Pain (11 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil ----- def ----- Defense +11 (+3 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 30 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 145.79 fire and 145.79 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Blindbringer (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Wil +2 Cun +9 Con +11 Lck dps ---------- Spell.crit +7% Crit.mult +20.00% ----- def ----- Armour +5 Fatigue +5% Resists +10% blight Mind.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hailburst the voratun helm (0 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +5 Wil dps ---------- On Hit (Melee): * 27 arcane resource burn ----- def ----- Armour +11 Fatigue +5% Resists +6% arcane +15% blight Crit.chn- 20.00% Phys.save +24 (+11 eff.) Spell.save +12 (+4 eff.) Mind.save +15 (+5 eff.) Pinning- +27% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Spell.crit +1% Dmg.mod +2% all Item imbue powers: Spell.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
6 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. |
3 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Spell.crit +2% Dmg.mod +4% all Item imbue powers: Spell.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
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: Spell.crit +3% Dmg.mod +6% all Item imbue powers: Spell.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Item imbue powers: Res.pen +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Spell.crit +4% Dmg.mod +8% all Item imbue powers: Spell.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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. |
16 fire opal0.0 T5 red gem [Normal] While equipped: Spell.crit +5% Dmg.mod +10% all Item imbue powers: Spell.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 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. |
19 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Item imbue powers: 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag (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. |
Telos's Staff Crystal0.0 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 Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +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. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
909 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. |
66 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. |
Elaldariatha the Ichorspike2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Resists +6% acid +3% nature +3% darkness Max.HP +43.00 ---------- misc 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. |
Fulagrim the Fogpeal2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +3% darkness +3% cold Max.HP +42.00 ---------- misc 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. |
Polirabeth the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% blight +9% fire Max.HP +80.00 Heal.mod +15% Disease- +10% ---------- misc 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- 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.(152 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Elyriara the Firewing1.0 T3 lite [Random Unique] Nature/Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Resists +6% fire Phys.save +10 (+5 eff.) Mind.save +5 (+2 eff.) Max.HP +51.00 Heal.mod +14% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Porota the Cleansekarma1.0 T3 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 69% ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +5% arcane +6% mind Poison- +20% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Unrirab'1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee Ret 54 fire On Hit (Melee): * 10% chance to reduce armor by 51% ----- def ----- Defense +15 (+4 eff.) Resists +3% acid +14% fire Phys.save +13 (+6 eff.) Spell.save +16 (+6 eff.) Mind.save +18 (+6 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
stralite power distributor0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Mana/turn +0.40 Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+6 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
voratun pickaxe 'Khelogen' (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +7 Str +1 Dex +4 Cun dps ---------- Phasing +10% Melee Ret 4 physical ----- def ----- Armour +5 Defense +7 (+2 eff.) Fatigue -7% Resists +8% physical ---------- misc Max.mana +20.00 Infravis +4 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 Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 172% 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 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1004.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Tulodar the iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str ---------- misc Max.mana +60.00 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
Bethitira the Obsidiannull [power 3] (25 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 4 darkness 2 cold ----- def ----- Resists +18% cold Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Darkusher' [power 27] (20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +15% lightning Melee Ret 2 lightning Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Yvotira the Skylady [power 110] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 6 lightning ----- def ----- Defense +5 (+1 eff.) Resists +3% mind +3% fire Create a shield absorbing up to 132 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Zanirion [power 560] (20 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +9 Con dps ---------- Crit.mult +15.00% Melee Ret 8 blight ----- def ----- Armour +6 Resists +9% darkness Crit.chn- 17.43% Phys.save +20 (+10 eff.) Die.at -92.95 life ---------- misc Light +3 Create a shield absorbing up to 672 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Fr the Doomelf Archmage level 37
9th Haze 122nd year of Ascendancy at 22:45 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Fr the Doomelf Archmage level 50
5th Decay 122nd year of Ascendancy at 02:19 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Fr the Doomelf Archmage level 37
9th Haze 122nd year of Ascendancy at 21:02 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Fr the Doomelf Archmage level 33
1st Haze 122nd year of Ascendancy at 07:36 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Fr the Doomelf Archmage level 44
46th Haze 122nd year of Ascendancy at 14:38 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Fr the Doomelf Archmage level 41
42nd Haze 122nd year of Ascendancy at 15:35 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Fr the Doomelf Archmage level 50
75th Haze 122nd year of Ascendancy at 03:55 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Fr the Doomelf Archmage level 40
40th Haze 122nd year of Ascendancy at 20:36 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Fr the Doomelf Archmage level 39
39th Haze 122nd year of Ascendancy at 16:12 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Fr the Doomelf Archmage level 33
1st Haze 122nd year of Ascendancy at 18:03 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Fr the Doomelf Archmage level 23
11st Dusk 122nd year of Ascendancy at 20:01 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fr the Doomelf Archmage level 31
77th Dusk 122nd year of Ascendancy at 20:28 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Fr the Doomelf Archmage level 31
76th Dusk 122nd year of Ascendancy at 16:32 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Fr the Doomelf Archmage level 50
9th Decay 122nd year of Ascendancy at 12:58 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Fr the Doomelf Archmage level 6
78th Pyre 122nd year of Ascendancy at 02:00 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fr the Doomelf Archmage level 29
62nd Dusk 122nd year of Ascendancy at 06:20 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Fr the Doomelf Archmage level 42
43rd Haze 122nd year of Ascendancy at 02:55 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Fr the Doomelf Archmage level 50
4th Decay 122nd year of Ascendancy at 17:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fr the Doomelf Archmage level 10
1st Summertide 122nd year of Ascendancy at 15:14 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fr the Doomelf Archmage level 20
5th Dusk 122nd year of Ascendancy at 02:33 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Fr the Doomelf Archmage level 30
62nd Dusk 122nd year of Ascendancy at 19:18 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Fr the Doomelf Archmage level 40
39th Haze 122nd year of Ascendancy at 21:52 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Fr the Doomelf Archmage level 50
56th Haze 122nd year of Ascendancy at 10:11 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Fr the Doomelf Archmage level 21
6th Dusk 122nd year of Ascendancy at 00:19 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Fr the Doomelf Archmage level 50
7th Decay 122nd year of Ascendancy at 22:55 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Fr the Doomelf Archmage level 37
27th Haze 122nd year of Ascendancy at 05:19 see stats
Selfless (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Fr the Doomelf Archmage level 50
2nd Allure 123rd year of Ascendancy at 03:43 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Fr the Doomelf Archmage level 29
62nd Dusk 122nd year of Ascendancy at 11:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fr the Doomelf Archmage level 16
10th Flare 122nd year of Ascendancy at 12:00 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Fr the Doomelf Archmage level 39
39th Haze 122nd year of Ascendancy at 19:51 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Fr the Doomelf Archmage level 50
2nd Allure 123rd year of Ascendancy at 03:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fr the Doomelf Archmage level 9
10th Mirth 122nd year of Ascendancy at 23:53 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Fr the Doomelf Archmage level 50
1st Decay 122nd year of Ascendancy at 05:12 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Fr the Doomelf Archmage level 50
3rd Decay 122nd year of Ascendancy at 14:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fr the Doomelf Archmage level 6
5th Mirth 122nd year of Ascendancy at 23:10 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Fr the Doomelf Archmage level 23
10th Dusk 122nd year of Ascendancy at 23:36 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Fr the Doomelf Archmage level 45
48th Haze 122nd year of Ascendancy at 14:13 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fr the Doomelf Archmage level 22
9th Dusk 122nd year of Ascendancy at 15:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fr the Doomelf Archmage level 15
6th Flare 122nd year of Ascendancy at 14:25 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fr the Doomelf Archmage level 36
9th Haze 122nd year of Ascendancy at 00:53 see stats
Log
Talent Shock is ready to use.
Fr receives 183 healing from Temporal Restoration Field.
Argoniel hits Fr for (77 absorbed), 0 physical (0 total damage).
Thunderstorm hits Argoniel for 225 lightning damage.
Arcane Vortex from Fr hits Argoniel for 118 arcane damage.
Arcane Vortex from Fr hits Ghoulking for 258 arcane damage.
Fr casts Rune: Stormshield.
Fr summons a storm to protect them!
Fr casts Shock.
Fr's spell attains critical power!
The fabric of time around Fr returns to normal.
Fr's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Talent Lightning is ready to use.
Talent Teleport is ready to use.
Talent Manathrust is ready to use.
Thunderstorm hits Argoniel for 517 lightning damage.
Thunderstorm killed Argoniel!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Insane (Roguelike) difficulty)!
Saving game...
The furious lightning storm around Fr calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.
Saving done.






































































































































































































