












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! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This 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. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry 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 | Cornac |
Class | Archer |
Level / Exp | 50 / 5133% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 47 (base 16) |
Dexterity | 119 (base 60) |
Constitution | 64 (base 29) |
Magic | 90 (base 63) |
Willpower | 35 (base 13) |
Cunning | 120 (base 66) |
Resources
Life | 1312/1312 |
Positive | 197/197 |
Stamina | 251/251 |
Steam | 100/100 |
Healing Factor | 1.2293965053826 |
Regeneration | 71.612346438538 |
Speed
Mental | +40% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 15 |
Infravision | 9 |
See Stealth | 83.183301449766 |
See Invisible | 73.183301449766 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 299 |
Accuracy | 97 |
Crit Chance | 122% |
APR | 82 |
Speed | 0.64 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 61 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +48% |
Blight | +38% |
Arcane | +46% |
Cold | +52% |
All | +23% |
Darkness | +41% |
Light | +43% |
Temporal | +53% |
Fire | +63% |
Physical | +220% |
Offense: Damage Penetration
Acid | +55% |
Physical | +89% |
Temporal | +48% |
Blight | +60% |
Arcane | +45% |
Cold | +65% |
All | +35% |
Defense: Base
Armour (hardiness) | 59 (63.914983985962%) |
Defense | 104 |
Ranged Defense | 104 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 37 |
Mental Save | 41 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 42%( 70%) |
Physical | + 70%( 70%) |
Cold | + 59%( 70%) |
All | + 37%( 70%) |
Lightning | + 56%( 70%) |
Light | + 58%( 70%) |
Temporal | + 56%( 70%) |
Mind | + 48%( 70%) |
Darkness | + 58%( 70%) |
Fire | + 70%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 56% |
Poison Resistance | 70% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 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 75 up to 8 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 193 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 329 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 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 58 up to 7 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Agility | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Rapid Shot |
talent | Intuitive Shots |
talent | Trained Reactions |
beneficial effect | The target is ready to dig. Digging Mode |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Layyth the brown bear. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by searing horror. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | 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 Constitution by +5. | done |
You failed to protect the repented thief from death by Valauki the daelach. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2716. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +5 Dex offense ------ Physical Power +30 (+6 eff.) Damage +15% blight Ignore resists +25% blight Accuracy +31 (+6 eff.) When Hit 10 light defense ------ Armor +5 Resistance +15% fire +9% light +15% cold Physical save +15 (+5 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Stamina/turn +3.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 81.5 - 97.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +34.0% Capacity 22 Projectile Speed +200% On-ranged-hit +30 darkness +12 temporal +12 light Damage Against +18% Living On-crit, radius 2 +25 temporal +12 light +20 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Critical: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +7 Wil +4 Con offense ------ Physical Crit +6.0% Critical power +19.00% Physical Power +9 (+2 eff.) Damage +20% light +9% cold Ignore resists +20% acid +10% cold +10% all Ignore Armor +14 When Hit 6 acid defense ------ Resistance +8% blight +3% cold Life Regen +16.00 other ------- Light +11 See Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+7 eff.) Ignore Armor +15 defense ------ Defense +15 (+2 eff.) Blind Resist +100% other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +150% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Tool | ![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +10 Cun +5 Wil offense ------ Physical Crit +8.0% Critical power +20.00% Accuracy +15 (+3 eff.) defense ------ Unlife -60.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 103 lightning damage and will be dazed for 1 turn (519 total damage) Puts all charms on 9 turn cooldown 100% to gain a 34% 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. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: offense ------ Physical Crit +3.0% Damage +6% physical Ignore resists +20% cold Accuracy +14 (+3 eff.) Ignore Armor +15 defense ------ Armor +16 Defense +35 (+6 eff.) Mind save +12 (+4 eff.) Life +99.00 Life Regen +18.00 Healmod +19% Confus Resist +46% Stun Resist +60% Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Con offense ------ Physical Crit +3.0% Physical Power +34 (+6 eff.) Spellpower +19 (+5 eff.) Mindpower +20 (+6 eff.) Damage +20% physical +8% all defense ------ Resistance +12% nature +20% physical Life +80.00 Life Regen +13.00 Healmod +19% Stun Resist +60% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +16 Cun +9 Con offense ------ Spell Crit +4% Physical Power +9 (+2 eff.) Mindpower +15 (+5 eff.) Move Speed +10% Combat Speed +10% Damage +10% physical defense ------ Fatigue -8% Resistance +9% darkness +9% light Physical save +9 (+3 eff.) Life Regen +3.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +1.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T5 sling 1H weapon [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 On Hit: * flashes light on your target dealing 107 damage While equipped: Stats +10 Str +5 Con offense ------ Critical power +15.00% Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 5.2 Power cost 10 out of 16/16. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 222% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +2 Str +4 Con offense ------ Physical Crit +6.0% Critical power +13.00% Physical Power +5 (+1 eff.) Damage +35% physical Ignore resists +10% physical Ignore Armor +2 defense ------ Armor +10 Defense +33 (+5 eff.) Resistance +3% fire Physical save +22 (+8 eff.) Slow Projectiles +25% other ------- Max stamina +31.18 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 67.0 - 80.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +276 Ignore Shields +30% On-crit, radius 2 +34 light +34 fire On Hit: * 10% chance to reduce strength, dexterity, and constitution by 29 While equipped: Stats +1 Mag offense ------ Critical power +20.00% Ignore Shields +30% On shield block: * Cause enemies within radius 6 to bleed for 342 physical damage over 5 turns (1/turn) * Deals 153 light and fire damage to each enemy blocked defense ------ Armor +16 Fatigue +8% Resistance +15% light +15% fire Spell save +9 (+4 eff.) other ------- Mana/turn +0.08 Vim-on-crit +1.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: offense ------ Spell Crit +4% Critical power +46.00% Spellpower +9 (+2 eff.) Damage +23% arcane +24% fire Ignore resists +10% arcane Accuracy +14 (+3 eff.) Ignore Armor +11 defense ------ Defense +3 (+0 eff.) Resistance +30% lightning +30% temporal +25% darkness +3% fire +0% nature +0% cold Stealth +12 Stun Resist +50% Out-of-Phase Defense +30 Out-of-Phase Resistance +13% Out-of-Phase Resilience +30% other ------- Max mana +100.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +10 Mag offense ------ Damage +25% acid +30% temporal +18% darkness +16% fire +20% cold +81% physical Ignore resists +13% temporal +14% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Resistance +20% acid +48% physical +17% cold +17% fire +18% mind +15% all Anomaly Control +16 Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 62%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -396 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 396 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 774 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 573 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 550 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 443.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 547.60 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 527 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 83 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 44 up to 8 times. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 3 are blinded for 2 turns. The blindness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 160% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 21. Crush their bones! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) Requires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Protects your armour from nasty corrosives like swamp, sea spray, acids, orc sweat, drake saliva... Requires talents: - Smith (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude rustproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Resistance +10% acid 10% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Spring Grapple Effective talent level: 1.0 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 125% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Heat is energy. Using your knowledge of physics, chemistry, and blacksmithing you can add a chilling edge to your weapons. While the damage this deals is relatively small each blow will also cause your enemies to lose one tenth of a turn. Requires talents: - Smith (1) - Chemistry (3) Requires ingredients: - lump of iron (3) Example Item: crude winterchill edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 6 acid On-Hit (Melee): * 20% chance to reduce armor by 39% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% lightning +18% acid Stun Resist +23% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Power +10 (+2 eff.) Ignore resists +10% physical Accuracy +15 (+3 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 defense ------ Armor +6 Resistance +11% temporal Physical save +3 (+1 eff.) Pinning Resist +22% Knockbk Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Str offense ------ Physical Crit +8.0% Critical power +14.00% Spellpower +9 (+2 eff.) Damage +8% blight +8% fire +9% physical other ------- Max stamina +30.00 Max psi +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 22 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (161). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Con +3 Mag offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +15% lightning +4% temporal +6% light +6% physical +6% darkness Ignore resists +15% cold defense ------ Resistance +3% lightning +15% fire +18% cold Physical save +5 (+2 eff.) Life +36.00 Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +8 Cun +3 Dex offense ------ Physical Power +8 (+2 eff.) Spellpower +14 (+3 eff.) Mindpower +10 (+4 eff.) Damage +6% all Ignore resists +10% physical Accuracy +15 (+3 eff.) defense ------ Resistance +18% fire Cut Resist +20% other ------- Max stamina +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +12 Str +6 Con offense ------ Physical Power +23 (+5 eff.) defense ------ Armor +8 Physical save +3 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +5 Con offense ------ On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Resistance +6% acid +6% cold +9% blight Physical save +16 (+6 eff.) Mind save +3 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Unlife -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. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun offense ------ Critical power +15.00% Spellpower +15 (+4 eff.) Damage +9% arcane +15% darkness Ignore resists +29% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Defense +20 (+3 eff.) Resistance +9% darkness other ------- Mana/turn +0.56 Max mana +116.19 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +10 Dex offense ------ Accuracy +10 (+2 eff.) defense ------ Life +50.00 Disarm Resist +37% Pinning Resist +25% Knockbk Resist +40% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +8 Wil +6 Cun +15 Con offense ------ Mindpower +6 (+2 eff.) defense ------ Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +74.00 Life Regen +18.00 Healmod +17% Stun Resist +60% Rings make your fingers look great! |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+12 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 120 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego] Arcane/Psionic Weapon Damage 43.0 - 60.2 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +18 temporal +25 mind On Hit: * 35% chance to reduce all saves and defense by 33 While equipped: Stats +7 Cun +7 Wil defense ------ Resistance +20% temporal Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Nature Weapon Damage 39.0 - 54.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +31 Critical Rate +7.0% Attack Speed 100% Ignore Shields +20% On-crit, radius 2 +90 fire While equipped: offense ------ Global Speed +11% Ignore resists +25% fire One-handed war axes. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Weapon Damage 17.5 - 19.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Resonance +25% Damage +10% mind Ignore resists +8% mind defense ------ Resistance +10% mind other ------- Psi when Hit +2.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Rare] Nature/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 On-Hit, radius 1 +27 mind On Hit: * 27% chance to reduce all saves and defense by 33 Uses 1.0 Steam While equipped: offense ------ Critical power +27.20% Ignore resists +20% light On-Hit (Melee): * 27% chance to reduce all saves and defense by 33 defense ------ Armor +22 Defense +30 (+5 eff.) Fatigue +12% Resistance +15% mind Crit Resistance 20.40% Physical save +15 (+5 eff.) Life +88.00 Stun Resist +27% other ------- 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! |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Normal] Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Random Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +8 Cun +3 Con offense ------ Physical Crit +10.0% Ignore resists +14% physical Accuracy +7 (+2 eff.) defense ------ Resistance +3% darkness Crit Resistance 15.00% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Random Unique] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 Projectile Speed +200% On-ranged-hit +12 light On Hit: * 10% chance to reduce armor by 39% While equipped: Stats +13 Str +13 Dex +13 Mag +12 Wil +19 Cun +5 Con offense ------ Combat Speed +10% Damage +15% acid +16% physical defense ------ Resistance +6% light +9% fire other ------- Light +4 Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Ego+] Arcane/Nature Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +20 fire On-crit, radius 2 +45 acid +45 nature While equipped: offense ------ Damage +21% fire Ignore resists +25% acid +24% nature Ignore Armor +15 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +16 acid On-Hit, radius 1 +8 lightning On-crit, radius 2 +45 acid +21 nature +12 lightning While equipped: offense ------ Physical Crit +5.0% Damage +20% acid Ignore resists +25% acid +25% nature Accuracy +12 (+3 eff.) Ignore Armor +13 When Hit 8 mind On-Hit (Ranged): * 20% chance to reduce all saves and defense by 33 defense ------ Resistance +12% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T4 shot ammo [Ego++] Arcane/Master Weapon Damage 49.5 - 59.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +8.5% Capacity 23 Projectile Speed +200% On Hit: * Create an explosion dealing 107 fire damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 70.5 - 84.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +21.0% Capacity 20 Projectile Speed +200% On Critical: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 60.5 - 72.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +214 On-hit +20 acid While equipped: Stats +6 Con offense ------ When Hit: * 20% chance to reduce armor by 39% defense ------ Armor +10 Fatigue +8% Resistance +20% acid +26% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 82.0 - 98.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +278 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +15.0% Physical Power +12 (+3 eff.) Damage +9% nature defense ------ Armor +34 Fatigue +8% Resistance +10% acid +11% fire +13% cold +11% lightning Life Regen +4.00 Poison Resist +21% Disarm Resist +10% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Nature When used to Attack: Weapon Damage 68.5 - 82.2 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +202 On-hit +30 cold While equipped: Stats +5 Wil offense ------ On shield block: * Deals 187 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +10 Fatigue +8% Resistance +20% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Damage +23% acid +18% fire +28% nature +15% arcane When Hit 6 fire defense ------ Resistance +34% acid +18% darkness +5% arcane +42% nature +15% mind +15% all Physical save +18 (+6 eff.) Spell save +15 (+6 eff.) Mind save +36 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +8 Mag +7 Wil +3 Cun offense ------ Mindpower +10 (+4 eff.) Damage +14% lightning +68% physical +47% cold +20% fire +25% acid Ignore resists +10% mind defense ------ Resistance +14% lightning +44% physical +19% fire +32% cold +20% acid +15% all other ------- Max psi +40.00 Light +2 See Invisibility +6 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +6% Spellpower +26 (+6 eff.) Spellpower/crit +7 defense ------ Resistance +15% all Spell save +26 (+9 eff.) Silence Resist +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Rare] Arcane While equipped: Stats +5 Wil offense ------ Critical power +25.00% When Hit 8 mind defense ------ Armor +8 Defense +20 (+3 eff.) Fatigue +8% Resistance +49% temporal Poison Resist +27% Pinning Resist +27% other ------- EQ when Hit +0.40 Max hate +13.60 Max psi +68.01 A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Arcane/Master While equipped: Stats +10 Con defense ------ Armor +16 Fatigue +37% Resistance +29% acid +15% fire -20% light +13% darkness Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +5.0% Mind Crit +4% Critical power +30.00% Physical Power +5 (+1 eff.) Damage +6% lightning +12% mind Ignore resists +10% lightning A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +11 Mag +11 Wil offense ------ Physical Crit +6.0% Spell Crit +6% Critical power +23.00% Physical Power +6 (+2 eff.) Ignore resists +5% temporal Ignore Armor +1 defense ------ Armor +15 Defense +15 (+2 eff.) Resistance +9% temporal Physical save +25 (+9 eff.) Unlife -80.00 life A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 30 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. |
![]() 2.0 Encumbrance T5 feet armor [Ego++] Nature/Psionic While equipped: Stats +6 Con +5 Wil offense ------ Mindpower +9 (+3 eff.) Ignore resists +10% physical defense ------ Armor +5 Life Regen +11.00 Healmod +20% Blindside: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Physical Crit +6.0% Physical Power +6 (+2 eff.) Ignore Armor +11 defense ------ Armor +5 Fatigue +4% Blink to a nearby random location (rad 13) Puts all charms on 15 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Wil offense ------ Spell Crit +4% Spellpower +15 (+4 eff.) Ignore resists +5% blight defense ------ Armor +5 Defense +14 (+2 eff.) Fatigue +4% Resistance +15% lightning +11% temporal +6% blight other ------- Stamina/turn +1.10 Mana/turn +0.12 Max stamina +40.00 Evasion: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +5 Fatigue -5% Physical save +14 (+5 eff.) other ------- Encumbrance +50 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Dex offense ------ Critical power +20.00% Ignore resists +5% physical Accuracy +5 (+1 eff.) defense ------ Armor +13 Defense +7 (+1 eff.) Fatigue +5% Resistance +13% acid +12% lightning +9% cold +12% fire +5% all Physical save +11 (+4 eff.) other ------- Max stamina +30.00 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +5 Fatigue +5% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +8 Wil defense ------ Armor +5 Fatigue +5% Resistance +14% blight +25% cold Mind save +15 (+5 eff.) other ------- Breathe water A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Accuracy +10 (+2 eff.) On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Defense +16 (+3 eff.) Resistance +6% lightning +7% temporal +6% darkness other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Wil offense ------ Damage +21% arcane Ignore resists +34% acid When Hit 8 acid 12 cold On-Hit (Melee): * 27% chance to reduce armor by 39% defense ------ Defense +3 (+0 eff.) Resistance +24% acid +27% cold +12% mind Physical save +14 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +10% arcane +15% light +15% mind Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 12 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +20 Dex defense ------ Armor +5 Fatigue +5% Resistance +25% darkness other ------- Infravision +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +8 Str +8 Dex defense ------ Armor +10 Fatigue +5% other ------- Infravision +4 Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 862.6 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +5 Str +4 Dex +4 Cun +11 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +15% physical Ignore Armor +10 defense ------ Armor +5 Defense +25 (+4 eff.) Fatigue +5% Unlife -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+3 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 1.0 Encumbrance T4 white gem [Unique] Arcane While equipped: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% See Invisibility +20 While carried: Light +2 Item imbue powers: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% Light +4 See Invisibility +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-8 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+3 eff.) Spellpower +16 (+4 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(90 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +3 Dex offense ------ Physical Power +30 (+6 eff.) Damage +0% light +9% physical Ignore Armor +4 When Hit 17 fire defense ------ Resistance +18% cold +8% fire Unlife -60.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +6 Wil offense ------ Damage +9% lightning +18% physical Ignore resists +10% physical +8% all Accuracy +10 (+2 eff.) Ignore Armor +11 When Hit 8 lightning other ------- Light +8 See Invisibility +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 48 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 45.55 cold damage and 95.89 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Miniature R2D2 Miniature R2D21.0 Encumbrance T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 30 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +6 Str offense ------ Damage +8% fire +7% mind +21% nature Ignore resists +20% darkness On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Fatigue -9% Resistance +3% lightning +5% arcane Mind save +14 (+5 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of Communication0.0 Encumbrance 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 782.40 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 688.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +6 Cun offense ------ Spell Crit +8% Critical power +20.00% Ignore resists +31% fire defense ------ Physical save +9 (+3 eff.) other ------- Mana/turn +0.24 Infravision +4 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 1184 physical damage Puts all charms on 9 turn cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Crit +5.0% Physical Power +25 (+5 eff.) Ignore resists +20% mind +25% physical defense ------ Resistance +12% temporal other ------- Max stamina +30.00 Sting an enemy dealing 386 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: defense ------ Resistance +5% arcane +3% mind Crit Resistance 5.00% Life Regen +4.00 Stun Resist +20% Heal yourself and all friendly characters within 10 spaces for 470 Puts all charms on 9 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +10 Con offense ------ Ignore resists +34% acid On-Hit (Melee): * 27 arcane resource burn * 27% chance to slow global speed by 61% defense ------ Armor +8 Resistance +21% cold Physical save +15 (+5 eff.) Unlife -107.63 life other ------- Stamina/turn +4.04 Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Licssy the Cornac Archer level 34
16th Regrowth 123rd year of Ascendancy at 05:12 see stats
By Licssy the Cornac Archer level 37
26th Regrowth 123rd year of Ascendancy at 14:35 see stats
By Licssy the Cornac Archer level 50
56th Pyre 123rd year of Ascendancy at 04:40 see stats
By Licssy the Cornac Archer level 37
26th Regrowth 123rd year of Ascendancy at 11:12 see stats
By Licssy the Cornac Archer level 50
44th Pyre 123rd year of Ascendancy at 08:53 see stats
By Licssy the Cornac Archer level 43
4th Pyre 123rd year of Ascendancy at 20:25 see stats
By Licssy the Cornac Archer level 50
13rd Dusk 123rd year of Ascendancy at 22:32 see stats
By Licssy the Cornac Archer level 42
2nd Pyre 123rd year of Ascendancy at 18:03 see stats
By Licssy the Cornac Archer level 16
56th Dusk 122nd year of Ascendancy at 12:55 see stats
By Licssy the Cornac Archer level 50
49th Pyre 123rd year of Ascendancy at 17:52 see stats
By Licssy the Cornac Archer level 40
1st Time of Balance 123rd year of Ascendancy at 22:21 see stats
By Licssy the Cornac Archer level 50
56th Dusk 123rd year of Ascendancy at 19:18 see stats
By Licssy the Cornac Archer level 33
10th Regrowth 123rd year of Ascendancy at 21:45 see stats
By Licssy the Cornac Archer level 23
78th Dusk 122nd year of Ascendancy at 06:25 see stats
By Licssy the Cornac Archer level 50
66th Dusk 123rd year of Ascendancy at 12:11 see stats
By Licssy the Cornac Archer level 23
77th Dusk 122nd year of Ascendancy at 10:00 see stats
By Licssy the Cornac Archer level 39
61st Regrowth 123rd year of Ascendancy at 05:30 see stats
By Licssy the Cornac Archer level 30
4th Allure 123rd year of Ascendancy at 03:55 see stats
By Licssy the Cornac Archer level 50
61st Dusk 123rd year of Ascendancy at 14:39 see stats
By Licssy the Cornac Archer level 50
49th Pyre 123rd year of Ascendancy at 22:25 see stats
By Licssy the Cornac Archer level 31
5th Allure 123rd year of Ascendancy at 05:30 see stats
By Licssy the Cornac Archer level 44
5th Pyre 123rd year of Ascendancy at 09:09 see stats
By Licssy the Cornac Archer level 10
7th Mirth 122nd year of Ascendancy at 04:46 see stats
By Licssy the Cornac Archer level 20
65th Dusk 122nd year of Ascendancy at 03:26 see stats
By Licssy the Cornac Archer level 30
52nd Haze 122nd year of Ascendancy at 11:00 see stats
By Licssy the Cornac Archer level 40
63rd Regrowth 123rd year of Ascendancy at 16:23 see stats
By Licssy the Cornac Archer level 50
17th Pyre 123rd year of Ascendancy at 21:57 see stats
By Licssy the Cornac Archer level 19
63rd Dusk 122nd year of Ascendancy at 18:26 see stats
By Licssy the Cornac Archer level 50
8th Dusk 123rd year of Ascendancy at 11:48 see stats
By Licssy the Cornac Archer level 50
76th Pyre 123rd year of Ascendancy at 16:10 see stats
By Licssy the Cornac Archer level 50
43rd Dusk 123rd year of Ascendancy at 01:20 see stats
By Licssy the Cornac Archer level 30
68th Haze 122nd year of Ascendancy at 06:56 see stats
By Licssy the Cornac Archer level 50
34th Pyre 123rd year of Ascendancy at 13:13 see stats
By Licssy the Cornac Archer level 50
22nd Pyre 123rd year of Ascendancy at 13:45 see stats
By Licssy the Cornac Archer level 48
12nd Pyre 123rd year of Ascendancy at 21:24 see stats
By Licssy the Cornac Archer level 39
62nd Regrowth 123rd year of Ascendancy at 17:45 see stats
By Licssy the Cornac Archer level 41
1st Pyre 123rd year of Ascendancy at 00:38 see stats
By Licssy the Cornac Archer level 50
66th Dusk 123rd year of Ascendancy at 12:10 see stats
By Licssy the Cornac Archer level 9
6th Mirth 122nd year of Ascendancy at 06:31 see stats
By Licssy the Cornac Archer level 50
75th Pyre 123rd year of Ascendancy at 19:33 see stats
By Licssy the Cornac Archer level 38
39th Regrowth 123rd year of Ascendancy at 11:40 see stats
By Licssy the Cornac Archer level 50
66th Dusk 123rd year of Ascendancy at 12:11 see stats
By Licssy the Cornac Archer level 50
61st Pyre 123rd year of Ascendancy at 13:02 see stats
By Licssy the Cornac Archer level 11
2nd Summertide 122nd year of Ascendancy at 09:01 see stats
By Licssy the Cornac Archer level 45
8th Pyre 123rd year of Ascendancy at 09:23 see stats
By Licssy the Cornac Archer level 38
38th Regrowth 123rd year of Ascendancy at 00:35 see stats
By Licssy the Cornac Archer level 25
2nd Haze 122nd year of Ascendancy at 00:44 see stats
By Licssy the Cornac Archer level 17
58th Dusk 122nd year of Ascendancy at 14:12 see stats
By Licssy the Cornac Archer level 36
26th Regrowth 123rd year of Ascendancy at 00:30 see stats
By Licssy the Cornac Archer level 50
55th Dusk 123rd year of Ascendancy at 17:18 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Licssy picks up (c.): heroism infusion (die at -396; dur 10; cd 35).
You pickup 0.75 gold pieces.
Licssy picks up (q.): schematic: Spring Grapple.
Licssy picks up (s.): schematic: Winterchill Edge.
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Licssy picks up (V.): dragonbone longbow.
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).