











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 | Male |
Race | Ogre |
Class | Cursed |
Level / Exp | 50 / 3296% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 119 (base 63) |
Dexterity | 123 (base 60) |
Constitution | 59.340449927278 (base 12) |
Magic | 38 (base 10) |
Willpower | 92.340449927278 (base 49) |
Cunning | 122 (base 60) |
Resources
Life | 1981/1981 |
Hate | 68/134 |
Paradox | 300 |
Steam | 100/100 |
Healing Factor | 1.670322075749 |
Regeneration | 88.944650533637 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 14.160696125856 |
Infravision | 14.286335345031 |
See Stealth | 42 |
See Invisible | 50.340449927278 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 201 |
Accuracy | 82 |
Crit Chance | 114% |
APR | 104 |
Speed | 1.00 |
Offense: Offhand
Damage | 64 |
Accuracy | 82 |
Crit Chance | 114% |
APR | 94 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Fire | +60% |
Acid | +57% |
Darkness | +50% |
Temporal | +38% |
Cold | +47% |
Physical | +135% |
Mind | +35% |
All | +26% |
Offense: Damage Penetration
Darkness | +57% |
Light | +40% |
Temporal | +45% |
Physical | +95% |
Mind | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 18 (49.007671158813%) |
Defense | 94 |
Ranged Defense | 94 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 48 |
Mental Save | 59 |
Defense: Resistances
Acid | + 57%( 70%) |
Physical | + 64%( 74%) |
Cold | + 70%( 70%) |
All | + 48%( 70%) |
Darkness | + 69%( 78%) |
Temporal | + 55%( 70%) |
Lightning | + 68%( 70%) |
Fire | + 64%( 70%) |
Mind | + 66%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 41% |
Poison Resistance | 70% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 66% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1040 life over 5 turns. Its effects scale with your Strength 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 188 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 14 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 14 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Cunning 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. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 55 up to 8 times. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Chant of Fortitude |
talent | Gloom |
talent | Stalk |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 64 mind and 71 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 100 Mind damage, and deal 111 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by skeleton master archer. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Heart of the Gloom. Escort: lost tinker (level 1 of Heart of the Gloom)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Precognition (+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. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1878. | 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. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Physical save +15 (+5 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Survival Curse of Shrouds Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil offense ------ Physical Crit +5.0% Critical power +15.00% Physical Power +7 (+2 eff.) Damage +6% acid +12% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Life +43.00 Blind Resist +32% Confus Resist +17% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +9 See Stealth +17 See Invisibility +17 Track: Puts all charms on 40 turn cooldown Effective talent level: 6.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 39 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+3 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 Curse of Shrouds 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] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Disarm Resist +100% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Curse of Shrouds Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +7.0% Critical power +20.00% Physical Power +10 (+3 eff.) Ignore resists +15% physical Ignore Armor +3 When Hit 8 light other ------- Stamina/turn +3.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 109 lightning damage and will be dazed for 1 turn (546 total damage) Puts all charms on 15 turn cooldown 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: Stats +3 Cun +5 Wil offense ------ Ignore resists +15% light defense ------ Crit Resistance 10.00% Mind save +15 (+4 eff.) Life +87.00 Life Regen +23.00 Healmod +16% Confus Resist +47% Stun Resist +110% other ------- Infravision +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Cun offense ------ On-Hit 28 physical On-Ranged-Hit 28 physical Accuracy +16 (+3 eff.) Ignore Armor +16 On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 19% chance to reduce all saves and defense by 37 defense ------ Defense +27 (+5 eff.) Spell save +6 (+2 eff.) Life +68.00 Life Regen +15.00 Healmod +34% Confus Resist +10% Pinning Resist +10% Stun Resist +80% Teleport Resist +22% other ------- Hate-on-crit +3.00 Max hate +13.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +7 Wil +7 Cun +9 Con offense ------ Mind Crit +8% Move Speed +10% Damage +9% mind Ignore resists +15% darkness +20% temporal defense ------ Fatigue -9% Life Regen +5.00 Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% other ------- Stamina/turn +1.10 Max hate +10.34 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +39 Critical Rate +30.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault Curse of Madness A blood-etched greatsword, it has seen many foes. From the inside. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +3 Con +3 Wil offense ------ Physical Crit +5.0% Critical power +15.00% Physical Power +17 (+4 eff.) Damage +25% physical Ignore resists +20% physical When Hit 6 fire defense ------ Defense +10 (+2 eff.) Resistance +15% fire Crit Resistance 10.00% Spell save +13 (+4 eff.) Slow Projectiles +25% other ------- Light +3 Size +1 Curse of Corpses A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +29 Critical Rate +30.0% Attack Speed 100% On-Hit, radius 1 +12 fire While equipped: Stats +16 Str +11 Dex +6 Mag +10 Wil +9 Cun +10 Con offense ------ Physical Crit +12.0% Critical power +29.00% Damage +13% physical +9% fire Accuracy +23 (+4 eff.) Ignore Armor +12 other ------- Infravision +2 Curse of Nightmares Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: offense ------ Critical power +26.00% Ignore resists +25% mind Accuracy +15 (+3 eff.) Ignore Armor +12 On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Armor +11 Defense +3 (+1 eff.) Resistance +39% lightning +14% temporal +28% darkness +30% cold +9% mind Stealth +14 Stun Resist +50% Out-of-Phase Defense +26 Out-of-Phase Resistance +14% Out-of-Phase Resilience +15% Curse of Nightmares Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 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/Psionic While equipped: Stats +3 Mag offense ------ Spell Crit +2% Mind Crit +4% Spellpower +34 (+10 eff.) Mindpower +8 (+1 eff.) Spellpower/crit +2 Damage +25% acid +51% physical +24% darkness +21% cold +25% fire +19% all Ignore resists +17% darkness +20% physical When Hit 2 arcane On-Hit (Melee): * 21% chance to reduce damage dealt by 30% defense ------ Resistance +17% acid +18% physical +16% fire +18% cold +15% all Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% other ------- Max hate +11.00 Cooldown Refit Golem -4 Curse of Misfortune 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 107% efficiency and cooldown mod of 51%. 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 246% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. 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 184% efficiency and cooldown mod of 52%. Its effects scale with your Constitution stat. 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 234% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 422 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 943% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 1007 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 52% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 716.72 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 [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 42% faster, and you are invisible (power 10). 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: 16 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 37 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. 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: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 773 damage for 7 turns. 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 800 damage for 5 turns. 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. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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: 12 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 6 up to 4 times. Its effects scale with your Constitution 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Power +20 (+5 eff.) defense ------ Defense +30 (+6 eff.) Resistance +11% temporal Physical save +15 (+5 eff.) Pinning Resist +25% Knockbk Resist +25% other ------- Stamina/turn +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) 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] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +7 Con offense ------ Damage +27% cold Ignore resists +20% fire defense ------ Resistance +9% mind Mind save +9 (+2 eff.) other ------- Psi when Hit +0.16 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 3.0 Power cost 30 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 15 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: defense ------ Physical save +21 (+7 eff.) Spell save +22 (+7 eff.) Mind save +14 (+4 eff.) other ------- Masteries +0.34 Steamtech/Physics +0.34 Cursed/Fears 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. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +13 Wil +5 Mag offense ------ Spell Crit +5% Spellpower +4 (+1 eff.) Mindpower +15 (+3 eff.) Damage +6% acid +7% fire +6% cold +7% lightning Ignore resists +5% temporal When Hit 6 temporal On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Resistance +9% acid Mind save +12 (+3 eff.) Confus Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str offense ------ Critical power +18.00% Accuracy +9 (+2 eff.) Ignore Armor +17 On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Defense +12 (+2 eff.) Resistance +6% fire +32% temporal Max Resistance +7% all Physical save +27 (+9 eff.) Pinning Resist +43% Knockbk Resist +49% other ------- Light +2 See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +5 Mag offense ------ Spell Crit +6% Spellpower +5 (+1 eff.) Mindpower +10 (+2 eff.) Damage +7% darkness +7% temporal +7% light +7% physical defense ------ Resistance +6% acid +2% physical +9% nature +3% light Physical save +17 (+5 eff.) Spell save +28 (+9 eff.) Mind save +37 (+9 eff.) Confus Resist +30% Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 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 [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +21% fire Ignore resists +20% physical Ignore Armor +13 defense ------ Armor +6 Resistance +12% fire Life Regen +5.00 Stun Resist +44% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+14 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +8 Mag +8 Wil offense ------ Physical Crit +8.4% Critical power +15.00% Spellpower +15 (+4 eff.) Damage +6% physical Ignore resists +26% fire +26% temporal On-Hit (Melee): * 21% chance to reduce armor by 32% defense ------ Physical save +19 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +4 Dex offense ------ Critical power +15.00% Accuracy +8 (+2 eff.) defense ------ Mind save +12 (+3 eff.) Life +123.00 Life Regen +15.00 Healmod +18% Disarm Resist +50% Pinning Resist +48% Knockbk Resist +37% other ------- Psi when Hit +0.16 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 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +5 Mag +12 Cun offense ------ Spellpower +12 (+3 eff.) Damage +3% arcane Accuracy +13 (+3 eff.) defense ------ Crit Resistance 10.00% Physical save +13 (+4 eff.) Spell save +14 (+5 eff.) Mind save +14 (+4 eff.) Life +100.00 Healmod +10% Silence Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Mag +6 Wil offense ------ Spellpower +11 (+3 eff.) defense ------ Life Regen +5.00 Stun Resist +33% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Cun +6 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% fire defense ------ Resistance +30% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +4 Con offense ------ Accuracy +13 (+3 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Spell save +16 (+5 eff.) other ------- Max stamina +17.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 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! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Str +5 Dex +11 Mag +5 Wil +11 Cun +5 Con offense ------ Spellpower +13 (+4 eff.) defense ------ Resistance +30% mind Confus Resist +30% Fear Resist +30% other ------- Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: Stats +8 Cun +8 Dex offense ------ Move Speed +15% Damage +20% lightning defense ------ Resistance +12% nature +7% blight Damage Avoidance +8% Affinity +20% lightning Poison Resist +17% Disease Resist +29% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex offense ------ Damage +12% blight Ignore resists +20% blight defense ------ Resistance +20% blight Physical save +15 (+5 eff.) Mind save +15 (+4 eff.) Confus Resist +50% other ------- Stamina/turn +3.00 Max stamina +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +91.00 Life Regen +18.00 Healmod +16% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% light defense ------ Armor +7 Defense +8 (+2 eff.) other ------- Wards +3 light Talents +2 Ward +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% 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 (+13 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 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 T3 greatsword 2H weapon [Ego+] Master/Psionic Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: offense ------ Accuracy +10 (+2 eff.) defense ------ Defense +10 (+2 eff.) Disarm Resist +48% Curse of Misfortune Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 50.5 - 80.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +23 temporal On Critical: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +30.0% Physical Power +14 (+3 eff.) Ignore resists +10% acid defense ------ Armor +2 Resistance +19% temporal Crit Resistance 5.00% Cut Resist +20% Curse of Corpses Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault Curse of Nightmares This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Master Weapon Damage 81.5 - 130.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * 20 arcane resource burn While equipped: offense ------ Physical Crit +9.0% Critical power +37.00% Accuracy +16 (+3 eff.) Ignore Armor +12 defense ------ Defense +21 (+4 eff.) Resistance +9% acid +5% arcane +6% light +6% darkness Disarm Resist +52% Curse of Shrouds Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 65.5 - 104.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +27 light +8 arcane Damage Against +42% Undead On-Hit, radius 1 +8 darkness On-crit, radius 2 +12 arcane +8 blight On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +42.0% Critical power +49.00% Damage +21% blight Ignore resists +10% arcane Ignore Armor +21 On-Hit (Melee): * 27% chance to reduce damage dealt by 30% defense ------ Resistance +9% blight Curse of Misfortune Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 58 temporal damage and slows enemies in radius 6 of the target by 68% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Curse of Nightmares Blink Blade: Effective talent level: 4.0 Power cost 10 out of 10/10. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Ego++] Nature/Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +2 Dex +6 Wil +6 Con offense ------ Combat Speed +10% Accuracy +8 (+2 eff.) defense ------ Life +24.00 Curse of Nightmares Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Nature Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Str +6 Dex +5 Mag +14 Wil +5 Cun +11 Con defense ------ Life +60.00 Curse of Corpses One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +5 Dex +6 Mag +6 Wil +4 Cun +4 Con offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Curse of Madness Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +9 Str +10 Dex +9 Mag +11 Wil +7 Cun +9 Con offense ------ Physical Crit +14.0% Critical power +33.00% Ignore Armor +12 Curse of Shrouds Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +14.0% Critical power +31.00% Damage +6% light +9% blight Ignore resists +20% arcane +15% physical Accuracy +33 (+6 eff.) Ignore Armor +25 When Hit 10 blight defense ------ Defense +14 (+3 eff.) Disarm Resist +44% Curse of Shrouds Sharp, short and deadly. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +20 cold While equipped: Stats +8 Str offense ------ Physical Power +15 (+4 eff.) Damage +12% cold Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Curse of Shrouds Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
![]() 3.0 Encumbrance T4 arrow ammo [Ego+] Arcane/Nature Weapon Damage 42.0 - 58.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 247 nature damage and pinning them for 3 turns On Critical: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+3 eff.) Ranged Defense +15 (+3 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Misfortune This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 Encumbrance T4 shield armor [Rare] Psionic When used to Attack: Weapon Damage 45.5 - 54.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +11.5% Block +134 On-hit +44 physical On-crit, radius 2 +20 mind While equipped: Stats +4 Str +5 Wil +5 Con offense ------ Physical Crit +7.0% Spell Crit +5% defense ------ Armor +25 Fatigue +8% Resistance +16% physical Windwall +90 Slow Projectiles +30% other ------- Mana-on-crit +2.31 Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 42.5 - 51.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +136 On-crit, radius 2 +18 light +14 fire While equipped: offense ------ On shield block: * Deals 109 light and fire damage to each enemy blocked defense ------ Armor +8 Fatigue +8% Resistance +5% light +8% fire other ------- Talents +1 Block Curse of Corpses Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 67.5 - 81.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +324 On-hit +32 light +20 darkness On-Hit, radius 1 +12 light On-crit, radius 2 +8 mind While equipped: Stats +9 Mag +10 Cun +7 Con offense ------ Damage +28% light +20% darkness +15% mind defense ------ Armor +22 Fatigue +8% Resistance +26% lightning +23% light +20% darkness Physical save +15 (+5 eff.) other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Master/Psionic When used to Attack: Weapon Damage 68.0 - 81.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +206 While equipped: Stats +10 Str +15 Dex +1 Con offense ------ Critical power +15.00% Accuracy +18 (+3 eff.) On shield block: * Cause enemies within radius 6 to bleed for 260 physical damage over 5 turns (1/turn) defense ------ Armor +10 Fatigue +8% Resistance +12% lightning +9% fire +20% mind +9% nature other ------- Hate-on-crit +4.00 See Invisibility +3 Talents +1 Block Curse of Misfortune Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Master While equipped: Stats +2 Con offense ------ Damage +12% physical defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +9% fire +11% all Physical save +17 (+5 eff.) Unlife -80.00 life other ------- Light +1 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+6 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Curse of Shrouds Temporal Reprieve: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Curse of Shrouds Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +2 Dex offense ------ Physical Power +5 (+1 eff.) Damage +70% darkness Accuracy +10 (+2 eff.) defense ------ Resistance +104% darkness +15% all Physical save +3 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 Curse of Madness A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature/Psionic While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +5% mind Mind save +13 (+3 eff.) Life +30.00 Life Regen +5.40 Healmod +13% Curse of Nightmares A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Nature/Disrupt While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +11% nature +12% blight Life +23.00 Curse of Nightmares A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +19% acid +14% light +13% darkness Curse of Nightmares A suit of armour made of mail. |
![]() 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. Curse of Corpses A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Damage +15% mind defense ------ Resistance +6% mind Spell save +9 (+3 eff.) Life +60.00 Healmod +20% Blind Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Size +1 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +2 Wil +5 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Physical save +8 (+2 eff.) Mind save +8 (+2 eff.) Life +53.00 other ------- Size +1 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +8 Mag +8 Wil +5 Cun offense ------ Spell Crit +5% Against +24% Summoned defense ------ Resist Against +18% Summoned Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Curse of Nightmares Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +16 Cun +17 Wil offense ------ Spellpower +32 (+9 eff.) Spellpower/crit +4 Damage +6% mind Ignore resists +10% darkness Against +69% Summoned On-Hit (Melee): * 20% chance to reduce damage dealt by 30% * 20% chance to reduce all saves and defense by 37 defense ------ Resist Against +90% Summoned Spell save +9 (+3 eff.) Mind save +15 (+4 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +9 Cun +5 Dex offense ------ Physical Crit +6.0% Critical power +15.00% Physical Power +6 (+2 eff.) defense ------ Resistance +15% blight +12% acid Life +40.00 Disease Resist +23% Knockbk Resist +23% other ------- See Invisibility +9 Curse of Nightmares A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Crit +6.0% Critical power +10.00% Accuracy +10 (+2 eff.) defense ------ Defense +8 (+2 eff.) Resistance +6% mind Crit Resistance 15.00% Physical save +6 (+2 eff.) other ------- Light +3 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+0 eff.) Resistance +0% lightning +11% temporal +12% darkness Spell save +6 (+2 eff.) Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% other ------- Max mana +45.00 Curse of Nightmares Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+4 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Curse of Corpses Cunning and malice seem to emanate from this cloak. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +6% cold Ignore resists +25% cold When Hit 4 cold defense ------ Armor +12 Defense +3 (+1 eff.) Resistance +0% lightning +25% temporal +30% darkness +20% blight +31% cold +16% nature Life Regen +11.00 Healmod +19% Out-of-Phase Defense +19 Out-of-Phase Resistance +12% Out-of-Phase Resilience +25% Curse of Madness Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Str offense ------ Physical Crit +3.0% Physical Power +5 (+1 eff.) Ignore resists +10% darkness +11% temporal defense ------ Armor +1 Resistance +12% darkness +12% temporal Physical save +9 (+3 eff.) Unlife -60.00 life Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +12% other ------- Light +2 Infravision +3 Curse of Misfortune A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% physical Ignore resists +5% lightning +20% physical defense ------ Armor +3 Defense +10 (+2 eff.) Resistance +3% lightning other ------- Stamina/turn +0.30 Max stamina +12.00 Curse of Corpses A pair of boots made of leather. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Curse of Corpses Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+4 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 138 arcane damage based on magic in a radius of 3 around the user after any teleport. Curse of Corpses Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +3 Wil offense ------ Damage +15% cold defense ------ Armor +12 Fatigue -8% Physical save +15 (+5 eff.) Silence Resist +44% Confus Resist +32% Stun Resist +38% other ------- Encumbrance +30 Infravision +2 Curse of Madness A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Wil +3 Cun +7 Con offense ------ Mind Crit +3% Ignore resists +20% temporal defense ------ Armor +4 Fatigue +3% Resistance +10% fire +10% cold other ------- EQ when Hit +0.16 Curse of Madness 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 +3 Cun offense ------ Critical power +20.00% Damage +3% darkness When Hit 2 darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +5 Fatigue -5% Resistance +15% lightning +11% temporal +6% blight Physical save +13 (+4 eff.) Life Regen +10.00 Healmod +20% other ------- Encumbrance +45 Curse of Corpses 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 [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Curse of Misfortune Boots. But with steam power! |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: offense ------ Damage +9% blight defense ------ Armor +9 Defense +10 (+2 eff.) Fatigue +4% Resistance +5% arcane +3% nature Life Regen +6.00 Healmod +19% Poison Resist +20% Cut Resist +20% other ------- Infravision +2 Curse of Madness Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 54 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. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +8 Con offense ------ Critical power +20.00% Spellpower +20 (+6 eff.) Accuracy +20 (+4 eff.) defense ------ Armor +13 Hardiness +9% Resistance +9% physical Spell save +6 (+2 eff.) other ------- Mana/turn +0.12 Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 5% Stone Touch level 3 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: offense ------ Critical power +15.00% On-Hit 13 mind Damage +15% mind Accuracy +10 (+2 eff.) defense ------ Armor +9 Resistance +8% mind +9% cold Physical save +9 (+3 eff.) Spell save +6 (+2 eff.) Mind save +23 (+6 eff.) Life +59.00 Disarm Resist +45% Unarmed combat: Weapon Damage 37.0 - 40.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +20 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +13 mind On Hit: 20% Psychic Lobotomy level 5 On Hit: 10% Perfect Control level 5 On Hit: 10% Battle Shout level 5 Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Master While equipped: offense ------ Physical Crit +18.0% Spell Crit +15% Mind Crit +17% Critical power +13.00% Damage +18% light Ignore resists +15% light defense ------ Armor +3 Resistance +12% darkness +9% acid Crit Resistance 10.00% Life +60.00 Blind Resist +20% Stun Resist +20% Knockbk Resist +20% Unarmed combat: Weapon Damage 36.0 - 39.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +17.0% Attack Speed 100% On Crit: 20% Cripple level 5 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +0 Cun +5 Dex offense ------ Physical Crit +3.0% defense ------ Armor +3 Fatigue +3% Physical save +9 (+3 eff.) Mind save +9 (+2 eff.) Life +80.00 Life Regen +4.00 Stun Resist +20% Teleport Resist +20% Curse of Nightmares A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +16 Str +5 Wil +4 Con offense ------ Physical Power +16 (+4 eff.) Ignore resists +10% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to reduce damage dealt by 30% defense ------ Armor +5 Fatigue +5% Resistance +6% blight +9% physical +9% mind Physical save +5 (+1 eff.) Curse of Corpses A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Mag offense ------ Spellpower/crit +10 Damage +15% arcane Ignore resists +15% blight defense ------ Armor +3 Fatigue +3% Resistance +11% lightning +11% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +100.00 Curse of Shrouds A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Con offense ------ Damage +12% arcane +9% cold Ignore resists +15% fire +20% cold When Hit 4 fire defense ------ Armor +3 Fatigue +3% Resistance +12% fire +12% cold Curse of Madness A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +2 Con +2 Wil offense ------ Physical Power +20 (+5 eff.) defense ------ Armor +3 Fatigue +3% Resistance +2% physical +19% mind +15% temporal Crit Resistance 10.00% Mind save +18 (+5 eff.) Confus Resist +29% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +15 Curse of Madness A cap made of leather. |
![]() 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 Curse of Misfortune No self respecting craftsman would be caught without them! |
![]() 2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun offense ------ Steam Crit +5% Steampower +15 (+4 eff.) Damage +10% physical defense ------ Defense +12 (+2 eff.) Resistance +15% fire other ------- Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. Curse of Nightmares There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +20 Mag +10 Con offense ------ Spellpower +9 (+2 eff.) Damage +20% arcane +21% acid Ignore resists +25% arcane defense ------ Defense +3 (+1 eff.) Resistance +9% nature +6% arcane Spell save +15 (+5 eff.) other ------- Mana/turn +3.00 Mana when Hit +3.00 Max mana +110.00 Curse of Nightmares Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+4 eff.) defense ------ Defense +10 (+2 eff.) Blind Resist +100% Curse of Shrouds See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +17 Lck +2 Wil offense ------ Physical Crit +7.0% Spell Crit +6% Mind Crit +6% Mindpower +10 (+2 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +10 Fatigue +5% Resistance +13% lightning +26% temporal +3% fire other ------- Max psi +10.00 Infravision +3 Curse of Shrouds A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +7 Cun offense ------ Accuracy +10 (+2 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Defense +6 (+1 eff.) Fatigue +4% Resistance +3% darkness Unlife -80.00 life other ------- Max stamina +10.00 Infravision +3 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +6 Dex +4 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +25% acid +10% physical Ignore Armor +3 defense ------ Armor +4 Fatigue +4% Resistance +2% physical other ------- Max hate +10.00 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Nature While equipped: Stats +5 Cun offense ------ Accuracy +7 (+2 eff.) When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +4% Resistance +13% light +12% darkness Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 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. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 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.(144 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Mag offense ------ Damage +6% acid Ignore resists +15% lightning defense ------ Resistance +6% lightning Life +40.00 other ------- Mana-on-crit +2.00 Max mana +100.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Nature While equipped: Stats +5 Wil offense ------ Physical Crit +5.0% Spell Crit +4% Critical power +14.00% Physical Power +7 (+2 eff.) Spellpower +4 (+1 eff.) defense ------ Resistance +6% blight +5% darkness other ------- Light +4 Infravision +4 See Invisibility +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 37 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego++] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +5 (+2 eff.) Blind Resist +24% Confus Resist +10% other ------- Light +8 See Stealth +9 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.4 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +5 Str +4 Dex offense ------ Physical Crit +6.0% Damage +9% darkness Ignore resists +15% physical defense ------ Defense +20 (+4 eff.) Resistance +6% physical Physical save +19 (+6 eff.) Life +80.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +6 Con offense ------ Physical Crit +5.0% Damage +15% physical Ignore resists +26% physical On-Hit (Melee): * 21% chance to reduce all saves and defense by 37 defense ------ Resistance +12% lightning Unlife -82.37 life Blind Resist +50% Confus Resist +30% other ------- Stamina/turn +3.00 Max stamina +30.89 Light +11 See Stealth +21 See Invisibility +25 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.6 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Cun offense ------ Mindpower +5 (+1 eff.) On-Hit (Melee): * 20% chance to slow global speed by 65% defense ------ Defense +13 (+3 eff.) Resistance +9% acid +9% temporal Physical save +46 (+15 eff.) Spell save +18 (+6 eff.) Mind save +19 (+5 eff.) Healmod +57% other ------- Max psi +40.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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 80 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 30.94 cold damage and 49.47 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 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 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun defense ------ Mind save +9 (+2 eff.) 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. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 Encumbrance T1 trinket misc [Plot Item] Psionic While carried: offense ------ Mindpower +15 (+3 eff.) defense ------ Resistance +30% mind +8% physical Life +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str defense ------ Armor +3 Defense +5 (+1 eff.) Resistance +15% acid +7% physical +6% light Physical save +6 (+2 eff.) Life Regen +2.00 Poison Resist +10% Knockbk Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +8 Str defense ------ Fatigue -10% Resistance +9% blight +13% fire +10% darkness Mind save +6 (+2 eff.) Healmod +20% Blind Resist +20% Knockbk Resist +20% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str +2 Wil +5 Cun offense ------ Critical power +15.00% Damage +11% mind +11% fire Accuracy +8 (+2 eff.) When Hit 6 fire defense ------ Mind save +11 (+3 eff.) other ------- Max vim +50.00 Infravision +8 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 443.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +6 Cun +8 Dex offense ------ Ignore resists +25% mind defense ------ Mind save +9 (+2 eff.) other ------- EQ when Hit +0.12 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Damage +15% temporal Ignore resists +15% darkness +15% temporal When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Resistance +9% darkness +15% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sting an enemy dealing 547 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +3 Mag +9 Con offense ------ Ignore resists +25% lightning defense ------ Defense +10 (+2 eff.) Physical save +9 (+3 eff.) Unlife -40.00 life other ------- Stamina/turn +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 51 lightning damage and will be dazed for 1 turn (259 total damage) Puts all charms on 15 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 T5 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +6.0% Critical power +15.00% Mindpower +30 (+6 eff.) Damage +12% mind Ignore resists +29% arcane Accuracy +30 (+5 eff.) other ------- Hate-on-crit +5.00 Max psi +58.09 Reveal the area around you, dispelling darkness (radius 15, power 62 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 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 Thidi the Ogre Cursed level 34
8th Mirth 123rd year of Ascendancy at 13:42 see stats
By Thidi the Ogre Cursed level 50
60th Haze 123rd year of Ascendancy at 23:57 see stats
By Thidi the Ogre Cursed level 33
6th Mirth 123rd year of Ascendancy at 18:47 see stats
By Thidi the Ogre Cursed level 50
35th Haze 123rd year of Ascendancy at 12:58 see stats
By Thidi the Ogre Cursed level 38
12nd Dusk 123rd year of Ascendancy at 00:51 see stats
By Thidi the Ogre Cursed level 50
10th Allure 124th year of Ascendancy at 12:33 see stats
By Thidi the Ogre Cursed level 50
31st Haze 123rd year of Ascendancy at 05:33 see stats
By Thidi the Ogre Cursed level 50
75th Haze 123rd year of Ascendancy at 02:29 see stats
By Thidi the Ogre Cursed level 37
10th Dusk 123rd year of Ascendancy at 03:54 see stats
By Thidi the Ogre Cursed level 50
2nd Wintertide 124th year of Ascendancy at 14:16 see stats
By Thidi the Ogre Cursed level 13
1st Time of Equilibrium 122nd year of Ascendancy at 14:31 see stats
By Thidi the Ogre Cursed level 50
60th Haze 123rd year of Ascendancy at 07:21 see stats
By Thidi the Ogre Cursed level 44
34th Dusk 123rd year of Ascendancy at 04:08 see stats
By Thidi the Ogre Cursed level 36
8th Dusk 123rd year of Ascendancy at 16:56 see stats
By Thidi the Ogre Cursed level 35
7th Dusk 123rd year of Ascendancy at 09:24 see stats
By Thidi the Ogre Cursed level 50
10th Allure 124th year of Ascendancy at 15:39 see stats
By Thidi the Ogre Cursed level 50
2nd Allure 124th year of Ascendancy at 13:46 see stats
By Thidi the Ogre Cursed level 23
10th Regrowth 123rd year of Ascendancy at 10:28 see stats
By Thidi the Ogre Cursed level 28
70th Regrowth 123rd year of Ascendancy at 02:13 see stats
By Thidi the Ogre Cursed level 33
6th Mirth 123rd year of Ascendancy at 02:47 see stats
By Thidi the Ogre Cursed level 50
78th Haze 123rd year of Ascendancy at 10:12 see stats
By Thidi the Ogre Cursed level 44
34th Dusk 123rd year of Ascendancy at 06:45 see stats
By Thidi the Ogre Cursed level 50
5th Decay 123rd year of Ascendancy at 21:37 see stats
By Thidi the Ogre Cursed level 34
10th Mirth 123rd year of Ascendancy at 06:00 see stats
By Thidi the Ogre Cursed level 40
12nd Dusk 123rd year of Ascendancy at 07:44 see stats
By Thidi the Ogre Cursed level 50
51st Haze 123rd year of Ascendancy at 07:58 see stats
By Thidi the Ogre Cursed level 10
69th Dusk 122nd year of Ascendancy at 21:46 see stats
By Thidi the Ogre Cursed level 20
17th Haze 122nd year of Ascendancy at 14:14 see stats
By Thidi the Ogre Cursed level 30
20th Pyre 123rd year of Ascendancy at 19:21 see stats
By Thidi the Ogre Cursed level 40
12nd Dusk 123rd year of Ascendancy at 03:14 see stats
By Thidi the Ogre Cursed level 50
30th Haze 123rd year of Ascendancy at 09:24 see stats
By Thidi the Ogre Cursed level 50
10th Allure 124th year of Ascendancy at 18:59 see stats
By Thidi the Ogre Cursed level 50
76th Haze 123rd year of Ascendancy at 12:38 see stats
By Thidi the Ogre Cursed level 50
73rd Haze 123rd year of Ascendancy at 04:46 see stats
By Thidi the Ogre Cursed level 20
22nd Haze 122nd year of Ascendancy at 15:01 see stats
By Thidi the Ogre Cursed level 50
52nd Haze 123rd year of Ascendancy at 06:34 see stats
By Thidi the Ogre Cursed level 36
8th Dusk 123rd year of Ascendancy at 12:51 see stats
By Thidi the Ogre Cursed level 27
37th Regrowth 123rd year of Ascendancy at 20:35 see stats
By Thidi the Ogre Cursed level 36
8th Dusk 123rd year of Ascendancy at 18:22 see stats
By Thidi the Ogre Cursed level 50
2nd Allure 124th year of Ascendancy at 13:45 see stats
By Thidi the Ogre Cursed level 7
66th Dusk 122nd year of Ascendancy at 07:57 see stats
By Thidi the Ogre Cursed level 50
76th Haze 123rd year of Ascendancy at 15:11 see stats
By Thidi the Ogre Cursed level 24
11st Regrowth 123rd year of Ascendancy at 11:26 see stats
By Thidi the Ogre Cursed level 50
2nd Allure 124th year of Ascendancy at 13:46 see stats
By Thidi the Ogre Cursed level 43
29th Dusk 123rd year of Ascendancy at 14:02 see stats
By Thidi the Ogre Cursed level 10
73rd Dusk 122nd year of Ascendancy at 01:42 see stats
By Thidi the Ogre Cursed level 41
14th Dusk 123rd year of Ascendancy at 10:48 see stats
By Thidi the Ogre Cursed level 23
10th Regrowth 123rd year of Ascendancy at 07:46 see stats
By Thidi the Ogre Cursed level 27
68th Regrowth 123rd year of Ascendancy at 13:26 see stats
By Thidi the Ogre Cursed level 24
12nd Regrowth 123rd year of Ascendancy at 11:34 see stats
By Thidi the Ogre Cursed level 33
6th Mirth 123rd year of Ascendancy at 10:38 see stats
By Thidi the Ogre Cursed level 50
73rd Haze 123rd year of Ascendancy at 22:34 see stats
Log
Archmage Tarelion's arcane area effect hits Thidi for 127 arcane damage.
Archmage Tarelion's arcane area effect killed Terror!
Archmage Tarelion's arcane area effect killed Terror!
Thidi's is no longer weakened.
Your summoned terror disappears.
Thidi receives 26 healing from Unnatural Body.
Talent Slash is ready to use.
Talent Rampage is ready to use.
Thidi receives 26 healing from Unnatural Body.
Thidi receives 14 healing from Unnatural Body.
Your summoned terror disappears.
Talent Precognition is ready to use.
Thidi stops regenerating health quickly.
Talent Frenzy is ready to use.
Talent Windblade is ready to use.
Talent Reckless Charge is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Writ Large is ready to use.
Talent Ruined Earth is ready to use.
You don't see how to get there...
You don't see how to get there...