











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 50 / 3441% |
Size | medium |
Lifes / Deaths | Killed by Hypostasis of Entropy at level 50 on the 46th Dusk 123rd year of Ascendancy at 06:14 / 2Killed by Hypostasis of Entropy at level 50 on the 46th Dusk 123rd year of Ascendancy at 06:19 |
Primary Stats
Strength | 60 (base 35) |
Dexterity | 96 (base 66) |
Constitution | 21 (base 8) |
Magic | 118 (base 60) |
Willpower | 31 (base 14) |
Cunning | 88 (base 61) |
Resources
Life | -362/1074 |
Mana | 617/646 |
Stamina | 300/300 |
Steam | 100/100 |
Healing Factor | 1.274804467222 |
Regeneration | 46.211661936798 |
Speed
Mental | +10.000000000005% |
Attack | 0% |
Movement | +15% |
Spell | +4.9960036108132E-12% |
Global | +110% |
Vision
Sight | 13 |
Lite | 9.28633534503 |
Infravision | 25 |
See Stealth | 98.646342358568 |
See Invisible | 111.64634235856 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 79 |
Accuracy | 84 |
Crit Chance | 73% |
APR | 30 |
Speed | 0.91 |
Offense: Offhand
Damage | 65 |
Accuracy | 84 |
Crit Chance | 76% |
APR | 33 |
Speed | 0.91 |
Offense: Spell
Spellpower | 81 |
Crit Chance | 63% |
Speed | 0.99999999999995 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +140% |
Blight | +63% |
Arcane | +56% |
Cold | +62% |
All | +29% |
Darkness | +105% |
Light | +77% |
Temporal | +47% |
Physical | +51% |
Fire | +54% |
Nature | +54% |
Offense: Damage Penetration
Acid | +86% |
Light | +45% |
Darkness | +30% |
Nature | +50% |
Physical | +35% |
Fire | +41% |
All | +25% |
Defense: Base
Armour (hardiness) | 40 (44.574340358689%) |
Defense | 101 |
Ranged Defense | 101 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 37 |
Mental Save | 42 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 44%( 70%) |
All | + 34%( 70%) |
Lightning | + 54%( 70%) |
Temporal | + 40%( 70%) |
Physical | + 35%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 42%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 100% |
Silence Resistance | 88% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 835% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 141 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 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 51 up to 6 times. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 5 times. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by Aditira the orc assassin. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1917. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs 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 | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag offense ------ Spellpower +6 (+2 eff.) Damage +9% acid +12% darkness +9% blight Ignore resists +5% darkness +25% nature On-Hit (Melee): * 20% chance to slow global speed by 51% * 10% chance to reduce all saves and defense by 25 defense ------ Armor +13 Fatigue +4% Physical save +15 (+8 eff.) Disease Resist +43% Silence Resist +45% Confus Resist +44% Pinning Resist +25% Stun Resist +49% Knockbk Resist +25% Teleport Resist +100% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +3 Con +7 Wil offense ------ Physical Crit +6.0% Critical power +16.00% Physical Power +9 (+3 eff.) Damage +25% darkness Ignore Armor +1 defense ------ Resistance +9% darkness +12% blight Crit Resistance 5.00% Life +20.00 Life Regen +13.00 Blind Resist +50% Disease Resist +20% Cut Resist +10% Confus Resist +22% other ------- Light +3 Infravision +10 See Stealth +21 See Invisibility +27 Track: Puts all charms on 24 turn cooldown Effective talent level: 2.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Ignore resists +10% physical Ignore Armor +1 defense ------ Defense +31 (+5 eff.) Resistance +6% fire +6% cold other ------- Stamina/turn +3.00 Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed A pointy cloth hat, very wizardly... |
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% Str, 40% Cun, 40% Dex 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 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 T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +15% acid Ignore resists +10% acid defense ------ Crit Resistance 15.00% Unlife -80.00 life Life Regen +4.00 Blind Resist +20% Cut Resist +20% Fire a magical bolt dealing 262 fire damage Puts all charms on 9 turn cooldown 100% to cleanse 2 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. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Cun +10 Dex offense ------ Damage +9% light +15% cold Ignore resists +20% light Accuracy +15 (+3 eff.) defense ------ Resistance +9% cold Life +51.00 Life Regen +9.00 Healmod +18% Silence Resist +43% Stun Resist +60% other ------- Mana/turn +0.36 Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Con offense ------ Move Speed +15% Accuracy +7 (+2 eff.) defense ------ Armor +6 Defense +7 (+1 eff.) Resistance +1% physical Mind save +7 (+2 eff.) Unlife -40.00 life Blind Resist +37% Confus Resist +34% other ------- Infravision +4 See Stealth +10 See Invisibility +17 Blinding Speed: Puts all charms on 24 turn cooldown Effective talent level: 3.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 54 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane While equipped: Stats +3 Str +2 Dex +10 Mag offense ------ Physical Crit +3.0% Spell Crit +10% Physical Power +15 (+4 eff.) Spellpower +10 (+2 eff.) Spellpower/crit +4 Damage +12% light +12% temporal +11% darkness +12% physical defense ------ Unlife -40.00 life other ------- Mana/turn +0.22 Max mana +34.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +4 fire On-crit, radius 2 +4 temporal +78 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 128 acid damage (1/turn) * splashes acid on your target dealing 57 damage and reducing their armor While equipped: offense ------ Physical Crit +9.0% Critical power +24.00% Global Speed +10% Damage +18% acid +6% temporal Ignore resists +21% acid +16% fire Ignore Armor +11 defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% One-handed war axes. |
Around waist | ![]() |
In off hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 40.0 - 52.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +8 cold On Hit: * Create an explosion dealing 128 acid damage (1/turn) * splashes acid on your target dealing 53 damage and reducing their armor On Critical: * Splash the target with acid dealing 213 damage over 5 turns and reducing armor and accuracy by 27 While equipped: Stats +5 Dex offense ------ Combat Speed +10% Damage +22% acid +12% cold Ignore resists +30% acid Accuracy +24 (+5 eff.) defense ------ Resistance +6% fire +5% arcane +3% darkness Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: offense ------ Critical power +20.00% Spellpower +31 (+7 eff.) Damage +27% arcane When Hit 6 arcane defense ------ Defense +3 (+1 eff.) Resistance +5% arcane +30% lightning Life +51.00 Stun Resist +50% other ------- Mana/turn +0.16 Mana-on-crit +2.09 Max mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +4 Str +2 Dex +1 Mag +5 Wil +6 Cun +2 Con offense ------ Spell Crit +10% Spellpower +25 (+5 eff.) Damage +22% acid +28% darkness +27% light +20% all defense ------ Resistance +33% acid +15% all Crit Resistance 5.00% Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 85%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 73.89 physical damage and 150.71 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -834 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1667 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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: 15 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 402.78 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 [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 693 damage for 7 turns. Its effects scale with your Dexterity 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: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 576 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 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 66 up to 4 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 [Normal] Arcane When inscribed on your body: Cooldown: 13 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 50 up to 4 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +6 Str offense ------ On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Resistance +5% arcane +3% acid Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +5 Con offense ------ Damage +12% nature other ------- Infravision +3 See Invisibility +6 Masteries +0.22 Technique/Dual techniques Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% acid +12% cold Ignore resists +25% cold When Hit 8 cold defense ------ Resistance +5% arcane +30% cold other ------- Masteries +0.22 Steamtech/Physics +0.22 Technique/Dual techniques Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Dex defense ------ Resistance +16% temporal +12% physical Crit Resistance 10.00% Pinning Resist +28% Knockbk Resist +22% other ------- Stamina/turn +0.90 Light +2 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex offense ------ Physical Power +9 (+3 eff.) Combat Speed +10% Damage +6% physical Ignore resists +15% darkness defense ------ Armor +7 Defense +8 (+2 eff.) Resistance +15% light +9% darkness Max Resistance +5% all Physical save +18 (+9 eff.) other ------- Light +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 30 out of 80/80. Range melee/personal Cooldown: 48 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 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] Nature While equipped: Stats +20 Lck +4 Str offense ------ Ignore resists +5% mind +15% light Accuracy +19 (+4 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Defense +17 (+3 eff.) Resistance +9% blight +10% physical +12% mind Resist unseen 11% other ------- Stamina/turn +0.70 Light +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +8 (+3 eff.) On-Hit 10 light 11 darkness Damage +10% light +12% darkness When Hit: * 9% chance to reduce damage dealt by 20% * 11% chance to blind defense ------ Mind save +6 (+2 eff.) Confus Resist +12% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Ignore resists +5% temporal defense ------ Resistance +6% blight Crit Resistance 5.00% Mind save +3 (+1 eff.) Life +20.00 Silence Resist +42% other ------- Mana/turn +0.14 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +8 Str +7 Con offense ------ Physical Power +8 (+2 eff.) Damage +14% acid defense ------ Resistance +28% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +4 Wil offense ------ Spellpower +8 (+2 eff.) Accuracy +10 (+2 eff.) Ignore Armor +13 defense ------ Defense +10 (+2 eff.) Stun Resist +30% Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 10/10. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +7 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +9 (+3 eff.) defense ------ Silence Resist +36% other ------- Mana/turn +0.25 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Damage +24% light Ignore resists +25% light When Hit 6 arcane defense ------ Fatigue -7% Resistance +5% arcane other ------- Encumbrance +40 Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Physical Power +25 (+7 eff.) Damage +18% lightning +15% physical defense ------ Armor +6 Defense +10 (+2 eff.) Resistance +36% lightning +15% cold +9% mind +15% blight Confus Resist +21% Pinning Resist +21% Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +7 Wil offense ------ Spellpower +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +7 Str +8 Con offense ------ Physical Power +11 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +14 (+4 eff.) defense ------ Life +85.00 Life Regen +18.00 Healmod +17% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: offense ------ Physical Power +16 (+4 eff.) Spellpower +8 (+2 eff.) Mindpower +13 (+5 eff.) Damage +6% all Accuracy +15 (+3 eff.) Ignore Armor +15 defense ------ Defense +12 (+2 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 10/10. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 +8 Cun +6 Mag offense ------ Spellpower +15 (+3 eff.) Damage +20% light defense ------ Resistance +40% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Power +11 (+3 eff.) Spellpower +20 (+4 eff.) Mindpower +11 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +6 Mag offense ------ Spellpower +10 (+2 eff.) Move Speed +17% Accuracy +11 (+3 eff.) defense ------ Defense +11 (+2 eff.) Blinding Speed: Puts all charms on 24 turn cooldown Effective talent level: 2.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 54 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +9 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +11 (+4 eff.) defense ------ Life +48.00 Life Regen +18.00 Healmod +17% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Mindpower +14 (+5 eff.) Accuracy +13 (+3 eff.) Ignore Armor +13 defense ------ Defense +14 (+3 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 10/10. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +11 (+4 eff.) defense ------ Blind Resist +35% other ------- Infravision +6 See Stealth +21 See Invisibility +17 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +7 Cun +9 Con offense ------ On-Hit 34 physical On-Ranged-Hit 23 physical On-Hit (Melee): * 16% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 17% chance to reduce all saves and defense by 25 defense ------ Physical save +18 (+9 eff.) other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 11 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +12% nature +9% blight Life +68.00 Life Regen +16.00 Healmod +19% Poison Resist +20% Disease Resist +19% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +8 Dex offense ------ Accuracy +15 (+3 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Cun +8 Mag offense ------ Spellpower +12 (+3 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Spellpower +31 (+7 eff.) Spellpower/crit +10 Damage +9% blight +20% nature +9% arcane Ignore resists +25% arcane When Hit 10 acid defense ------ Defense +25 (+4 eff.) Resistance +40% nature Physical save +12 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +8 Str offense ------ On-Hit 8 physical On-Ranged-Hit 28 physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 25 defense ------ Armor +16 other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 4.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 11 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% 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 (+10 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 120 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Arcane Weapon Damage 44.0 - 61.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +15 blight +20 cold On Hit: * 30% chance to reduce strength, dexterity, and constitution by 35 On Critical: * Splash the target with acid dealing 213 damage over 5 turns and reducing armor and accuracy by 27 While equipped: Stats +1 Cun offense ------ Damage +6% mind When Hit 4 lightning other ------- Psi when Hit +0.12 Max psi +40.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 128 acid damage (1/turn) While equipped: offense ------ Physical Crit +9.0% Critical power +19.00% Damage +22% acid Ignore resists +17% acid Ignore Armor +13 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 55.5 - 77.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +12 light On Hit: * Create an explosion dealing 128 cold damage (1/turn) On Critical: * Splash the target with acid dealing 213 damage over 5 turns and reducing armor and accuracy by 27 While equipped: offense ------ Damage +27% cold Ignore resists +15% mind +26% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Resistance +21% light One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 128 lightning damage (1/turn) On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +10 (+3 eff.) Damage +12% lightning Ignore resists +17% lightning Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Arcane Weapon Damage 39.0 - 50.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * Create an explosion dealing 128 lightning damage (1/turn) While equipped: Stats +6 Str +4 Con offense ------ Damage +30% lightning Ignore resists +26% lightning defense ------ Resistance +18% blight Crit Resistance 15.00% other ------- Psi when Hit +0.24 Max hate +8.00 Infravision +3 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 39.5 - 51.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +4 light On-Hit, radius 1 +12 light On Hit: * 26% chance to reduce all saves and defense by 25 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Splash the target with acid dealing 213 damage over 5 turns and reducing armor and accuracy by 27 While equipped: offense ------ Physical Crit +15.0% Critical power +33.00% Damage +15% nature +12% mind Ignore Armor +14 On-Hit (Melee): * 10% chance to slow global speed by 51% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature Weapon Damage 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +33 acid +41 nature While equipped: Stats +14 Con +13 Wil offense ------ Ignore resists +25% acid +18% nature Ignore Armor +13 defense ------ Life +83.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane/Nature Weapon Damage 39.5 - 51.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 5 While equipped: Stats +9 Str +10 Dex +9 Mag +9 Wil +7 Cun +13 Con Sharp, short and deadly. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 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 Temporal Reprieve: Effective talent level: 1.0 Power cost 30 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 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 T5 cloth armor [Random Unique] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +13% Spellpower +36 (+8 eff.) Damage +15% acid +18% physical +26% darkness +25% fire +13% cold defense ------ Armor +6 Resistance +13% acid +20% physical +6% light +39% darkness +10% cold +20% fire +15% all Cut Resist +10% other ------- Mana/turn +0.40 Max mana +77.00 Max vim +30.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+7 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Ignore resists +25% lightning +25% fire When Hit 6 lightning On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +30% lightning +11% light +9% fire +6% nature +11% darkness A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +3 Con offense ------ Physical Power +20 (+5 eff.) Ignore resists +25% physical Accuracy +25 (+5 eff.) When Hit 6 mind defense ------ Armor +6 Fatigue -7% Mind save +15 (+5 eff.) other ------- Encumbrance +43 Max stamina +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Damage +6% acid +6% temporal Ignore resists +25% acid Against +18% Summoned On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Resist Against +23% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +11 (+2 eff.) Resistance +8% blight Stealth +8 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con offense ------ Physical Power +8 (+2 eff.) Ignore resists +25% fire defense ------ Resistance +9% temporal +3% light +9% cold Physical save +18 (+9 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Dex +4 Wil +5 Cun +6 Con +9 Lck offense ------ Mindpower +17 (+6 eff.) Damage +6% mind When Hit 10 nature defense ------ Resistance +9% acid +15% blight Mind save +20 (+6 eff.) Stealth +15 other ------- Disarm Traps +20 EQ when Hit +0.04 Hate-on-crit +2.00 Infravision +6 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil offense ------ Damage +0% acid +0% fire +0% nature +0% blight defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+8 eff.) Spell save +15 (+6 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil offense ------ Damage +3% darkness Ignore resists +10% light +10% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +13 Defense +14 (+3 eff.) Resistance +9% mind +6% light Physical save +21 (+10 eff.) Mind save +7 (+2 eff.) Life +110.00 Life Regen +3.60 Healmod +26% other ------- Light +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Critical power +20.00% defense ------ Defense +2 (+1 eff.) Resistance +24% lightning +3% acid Life +40.00 Poison Resist +20% Silence Resist +20% 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 +6 Cun offense ------ Mindpower +6 (+2 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) Resistance +0% lightning other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 2.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 11 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Critical power +20.00% Mindpower +10 (+4 eff.) Damage +12% darkness +3% mind Ignore resists +8% darkness +10% cold defense ------ Defense +2 (+1 eff.) Resistance +14% darkness Mind save +3 (+1 eff.) Stealth +8 other ------- Psi when Hit +0.04 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 [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Power +20 (+5 eff.) Ignore resists +15% blight +25% physical Accuracy +15 (+3 eff.) defense ------ Defense +2 (+1 eff.) Resistance +0% lightning Physical save +7 (+4 eff.) Mind save +8 (+2 eff.) Unlife -130.00 life 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 T5 cloak armor [Rare] Nature While equipped: Stats +7 Cun +6 Dex offense ------ Mindpower +25 (+9 eff.) Accuracy +35 (+7 eff.) defense ------ Defense +43 (+7 eff.) Fatigue -9% Resistance +21% fire Life +110.00 other ------- Psi when Hit +0.32 Hate-on-crit +4.00 Max stamina +40.00 Max hate +13.23 Light +4 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 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +5 Dex +3 Mag +2 Wil +4 Con offense ------ When Hit 4 acid 8 nature On-Hit (Melee): * 20% chance to reduce armor by 45% * 20% chance to reduce all saves and defense by 25 defense ------ Defense +3 (+1 eff.) Resistance +12% acid +19% nature +18% blight Spell save +13 (+5 eff.) Life Regen +8.00 Healmod +20% other ------- Stamina/turn +1.50 Masteries +0.30 Technique/Combat training 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 T5 cloak armor [Random Unique] Arcane/Master While equipped: defense ------ Armor +26 Defense +8 (+2 eff.) Resistance +12% acid +52% cold +15% fire Spell save +13 (+5 eff.) Mind save +11 (+3 eff.) Pinning Resist +10% Teleport Resist +20% 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 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 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 275 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 15 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: offense ------ Physical Crit +4.0% Physical Power +6 (+2 eff.) Damage +21% blight +9% fire +6% arcane Ignore resists +5% blight +15% physical +15% arcane defense ------ Armor +5 Silence Resist +100% Confus Resist +91% Stun Resist +100% A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +5 Dex offense ------ Physical Crit +3.0% Physical Power +20 (+5 eff.) Damage +15% acid Ignore resists +25% acid On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Armor +11 Fatigue -6% Resistance +12% light Physical save +13 (+7 eff.) other ------- Encumbrance +50 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 T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 cold Damage +4% cold defense ------ Armor +1 Resistance +9% acid +6% cold +6% darkness Unlife -80.00 life Life +80.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +3.00 Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +7 Cun +5 Con offense ------ Physical Crit +3.0% Critical power +15.00% Physical Power +25 (+7 eff.) Damage +21% physical Ignore Armor +3 defense ------ Defense +22 (+4 eff.) Mind save +11 (+3 eff.) other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature While equipped: offense ------ Damage +17% nature +6% acid defense ------ Defense +3 (+1 eff.) Resistance +13% lightning +14% temporal +6% blight +13% cold +25% nature +10% fire Crit Resistance 10.00% Physical save +9 (+5 eff.) Disarm Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +6% fire +18% physical +13% darkness +20% arcane Ignore resists +15% light +15% fire When Hit 6 fire defense ------ Defense +3 (+1 eff.) Resistance +15% darkness +16% physical Spell save +13 (+5 eff.) other ------- Max mana +33.00 Max hate +12.00 Light +3 A pointy cloth hat, very wizardly... |
![]() 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 (+8 eff.) Ignore Armor +15 defense ------ Defense +15 (+3 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery 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. |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Lck offense ------ Physical Crit +5.0% Spell Crit +4% Mind Crit +4% Damage +27% acid On-Hit (Melee): * 10% chance to reduce armor by 45% defense ------ Armor +10 Defense +6 (+1 eff.) Fatigue +3% Resistance +3% acid +10% fire +10% cold +5% all Physical save +10 (+5 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun offense ------ Steam Crit +5% Steampower +15 (+5 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. 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] Master/Psionic While equipped: Stats +11 Str +2 Dex +6 Wil offense ------ Damage +9% mind defense ------ Armor +10 Fatigue +5% Resistance +15% mind Mind save +24 (+8 eff.) Confus Resist +44% other ------- Light +3 Infravision +1 Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 11 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 387.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +13 Str +9 Dex +10 Wil +5 Con offense ------ Physical Crit +2.0% defense ------ Armor +5 Fatigue +5% Resistance +15% blight +9% temporal +6% nature +9% acid Crit Resistance 5.00% Physical save +15 (+8 eff.) Mind save +27 (+9 eff.) Silence Resist +20% Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 11 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 387.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Wil +10 Cun offense ------ Physical Power +12 (+3 eff.) Damage +9% lightning Ignore resists +10% lightning Accuracy +11 (+3 eff.) When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +20 (+4 eff.) Fatigue +5% Resistance +6% temporal +15% physical +6% fire Physical save +31 (+13 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 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. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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 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. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Ego+] Master While equipped: offense ------ Damage +0% light +0% darkness defense ------ Blind Resist +23% Confus Resist +17% other ------- Light +8 See Stealth +14 See Invisibility +5 Track: Puts all charms on 24 turn cooldown Effective talent level: 4.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 48 out of 150/150. Range melee/personal Cooldown: 9 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 63.93 cold damage and 59.59 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 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 belt When attached: other ------- Stamina/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +20% light other ------- Light +5 See Stealth +10 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. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +4 Str +4 Dex offense ------ Critical power +20.00% Damage +12% lightning Ignore resists +33% physical Accuracy +30 (+6 eff.) defense ------ Unlife -40.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +16.00% Physical Power +8 (+2 eff.) Damage +15% fire Ignore resists +25% fire +25% light +25% arcane Ignore Armor +7 When Hit 4 arcane defense ------ Resistance +15% light +18% fire 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 +9 Str +2 Dex +6 Cun offense ------ Ignore resists +10% light Accuracy +8 (+2 eff.) defense ------ Fatigue -7% Resistance +12% temporal +9% fire +3% light +7% darkness other ------- Infravision +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 168% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 825.44 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +25% lightning defense ------ Resistance +6% light Unlife -80.00 life Life +20.00 Cut Resist +20% Confus Resist +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 242 physical damage Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: defense ------ Defense +20 (+4 eff.) Resistance +15% darkness Crit Resistance 15.00% Blind Resist +20% Poison Resist +20% Stun Resist +20% other ------- Light +2 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +7 Dex offense ------ Damage +24% physical Ignore resists +25% mind +25% physical Accuracy +30 (+7 eff.) Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 596 physical damage Puts all charms on 9 turn cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +10% nature defense ------ Defense +20 (+4 eff.) Resistance +21% acid +12% blight Crit Resistance 15.00% Life +100.00 Healmod +21% Silence Resist +21% Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% Sting an enemy dealing 862 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Critical power +22.09% Spellpower +33 (+7 eff.) Spellpower/crit +11 Damage +33% fire defense ------ Resistance +18% blight other ------- Vim-on-crit +2.21 Max vim +20.00 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 9 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% lightning Ignore resists +25% lightning defense ------ Resistance +18% light +9% lightning Create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (250 total damage) Puts all charms on 9 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +12% nature +12% fire Ignore resists +15% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 77 lightning damage and will be dazed for 1 turn (389 total damage) Puts all charms on 9 turn cooldown 100% to heal for 43. 100% to cleanse 2 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. |
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 Evine the Cornac Shadowblade level 22
53rd Dusk 122nd year of Ascendancy at 19:13 see stats
By Evine the Cornac Shadowblade level 40
34th Pyre 123rd year of Ascendancy at 17:56 see stats
By Evine the Cornac Shadowblade level 50
11st Dusk 123rd year of Ascendancy at 04:46 see stats
By Evine the Cornac Shadowblade level 40
28th Pyre 123rd year of Ascendancy at 08:26 see stats
By Evine the Cornac Shadowblade level 35
4th Pyre 123rd year of Ascendancy at 11:49 see stats
By Evine the Cornac Shadowblade level 44
44th Pyre 123rd year of Ascendancy at 09:12 see stats
By Evine the Cornac Shadowblade level 50
46th Dusk 123rd year of Ascendancy at 02:11 see stats
By Evine the Cornac Shadowblade level 43
42nd Pyre 123rd year of Ascendancy at 08:33 see stats
By Evine the Cornac Shadowblade level 40
28th Pyre 123rd year of Ascendancy at 02:05 see stats
By Evine the Cornac Shadowblade level 33
69th Regrowth 123rd year of Ascendancy at 12:47 see stats
By Evine the Cornac Shadowblade level 19
18th Dusk 122nd year of Ascendancy at 19:55 see stats
By Evine the Cornac Shadowblade level 50
1st Flare 123rd year of Ascendancy at 00:44 see stats
By Evine the Cornac Shadowblade level 50
26th Dusk 123rd year of Ascendancy at 06:46 see stats
By Evine the Cornac Shadowblade level 42
39th Pyre 123rd year of Ascendancy at 22:53 see stats
By Evine the Cornac Shadowblade level 50
17th Dusk 123rd year of Ascendancy at 10:58 see stats
By Evine the Cornac Shadowblade level 34
78th Regrowth 123rd year of Ascendancy at 17:00 see stats
By Evine the Cornac Shadowblade level 39
26th Pyre 123rd year of Ascendancy at 14:55 see stats
By Evine the Cornac Shadowblade level 28
2nd Haze 122nd year of Ascendancy at 23:24 see stats
By Evine the Cornac Shadowblade level 50
36th Dusk 123rd year of Ascendancy at 02:18 see stats
By Evine the Cornac Shadowblade level 23
62nd Dusk 122nd year of Ascendancy at 15:30 see stats
By Evine the Cornac Shadowblade level 30
7th Decay 122nd year of Ascendancy at 09:50 see stats
By Evine the Cornac Shadowblade level 50
30th Dusk 123rd year of Ascendancy at 13:06 see stats
By Evine the Cornac Shadowblade level 50
26th Dusk 123rd year of Ascendancy at 08:07 see stats
By Evine the Cornac Shadowblade level 26
69th Dusk 122nd year of Ascendancy at 22:53 see stats
By Evine the Cornac Shadowblade level 46
44th Pyre 123rd year of Ascendancy at 16:29 see stats
By Evine the Cornac Shadowblade level 10
7th Mirth 122nd year of Ascendancy at 16:39 see stats
By Evine the Cornac Shadowblade level 20
40th Dusk 122nd year of Ascendancy at 19:28 see stats
By Evine the Cornac Shadowblade level 30
2nd Decay 122nd year of Ascendancy at 09:45 see stats
By Evine the Cornac Shadowblade level 40
27th Pyre 123rd year of Ascendancy at 14:20 see stats
By Evine the Cornac Shadowblade level 50
64th Pyre 123rd year of Ascendancy at 14:03 see stats
By Evine the Cornac Shadowblade level 50
29th Dusk 123rd year of Ascendancy at 02:31 see stats
By Evine the Cornac Shadowblade level 29
34th Haze 122nd year of Ascendancy at 03:28 see stats
By Evine the Cornac Shadowblade level 50
5th Flare 123rd year of Ascendancy at 19:01 see stats
By Evine the Cornac Shadowblade level 35
4th Pyre 123rd year of Ascendancy at 08:53 see stats
By Evine the Cornac Shadowblade level 50
9th Dusk 123rd year of Ascendancy at 04:20 see stats
By Evine the Cornac Shadowblade level 36
18th Pyre 123rd year of Ascendancy at 11:05 see stats
By Evine the Cornac Shadowblade level 42
40th Pyre 123rd year of Ascendancy at 04:47 see stats
By Evine the Cornac Shadowblade level 50
36th Dusk 123rd year of Ascendancy at 02:18 see stats
By Evine the Cornac Shadowblade level 10
8th Mirth 122nd year of Ascendancy at 12:51 see stats
By Evine the Cornac Shadowblade level 50
28th Dusk 123rd year of Ascendancy at 11:06 see stats
By Evine the Cornac Shadowblade level 34
2nd Pyre 123rd year of Ascendancy at 03:48 see stats
By Evine the Cornac Shadowblade level 25
65th Dusk 122nd year of Ascendancy at 19:53 see stats
By Evine the Cornac Shadowblade level 29
6th Haze 122nd year of Ascendancy at 19:05 see stats
By Evine the Cornac Shadowblade level 50
36th Dusk 123rd year of Ascendancy at 02:18 see stats
By Evine the Cornac Shadowblade level 7
1st Mirth 122nd year of Ascendancy at 11:57 see stats
By Evine the Cornac Shadowblade level 47
47th Pyre 123rd year of Ascendancy at 04:48 see stats
By Evine the Cornac Shadowblade level 29
6th Haze 122nd year of Ascendancy at 01:35 see stats
By Evine the Cornac Shadowblade level 32
8th Regrowth 123rd year of Ascendancy at 06:50 see stats
By Evine the Cornac Shadowblade level 16
7th Flare 122nd year of Ascendancy at 07:50 see stats
By Evine the Cornac Shadowblade level 50
46th Dusk 123rd year of Ascendancy at 06:14 see stats
By Evine the Cornac Shadowblade level 39
27th Pyre 123rd year of Ascendancy at 14:20 see stats
Log
Evine's spell attains critical power!
Evine is surging arcane power.
Shadow shrugs off Evine's 'Acid Splash'!
Evine hits Shadow for 379 physical, 6 fire, 6 temporal, 120 fire, 307 acid, 333 acid, 297 physical, 13 cold, 307 acid, 333 acid (2102 total damage).
Hypostasis of Entropy casts Dark Whispers.
Evine is haunted by the void!
The Hypostasis of Entropy seems to shudder as you absorb some antropic forces.
Shadow casts Shadow Lightning.
Shadow hits Evine for 306 lightning damage.
Hypostasis of Entropy loses 19 health to the entropy.
Talent Shadow Dance is ready to use.
Dark Whispers from Hypostasis of Entropy hits Evine for 59 darkness damage.
Evine casts Phase Door.
Select a target to teleport...
Select a teleport location...
Evine is out of phase.
An antropy zone appears, run to it!
Hypostasis of Entropy casts Netherblast.
Hypostasis of Entropy loses 29 health to the entropy.
Dark Whispers from Hypostasis of Entropy hits Evine for 50 darkness damage.
Total Collapse from Hypostasis of Entropy hits Evine for 4 temporal, 4 darkness (8 total damage).
Evine uses Infusion: Movement.
Evine is moving at extreme speed!
Hypostasis of Entropy casts Temporal Bolt.
Hypostasis of Entropy's spell attains critical power!
Hypostasis of Entropy hits Evine for 353 temporal, 136 physical, 166 fire (655 total damage).
Evine the level 50 cornac shadowblade was burnt to death by Hypostasis of Entropy on level 1 of Entropic Void.