









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! 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. This mod is not meant for new players. 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: 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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. 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:
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 | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Arcane Blade |
| Level / Exp | 50 / 3486% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 60 (base 13) |
| Dexterity | 115 (base 60) |
| Constitution | 38 (base 26) |
| Magic | 117 (base 60) |
| Willpower | 62 (base 10) |
| Cunning | 124 (base 60) |
Resources
| Mana | 546/546 |
| Life | 1564/1564 |
| Positive | 197/197 |
| Stamina | 337/337 |
| Steam | 100/100 |
| Healing Factor | 1.2102122670884 |
| Regeneration | 0.3025530667721 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.20512205326% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12.340658617698 |
| Infravision | 6 |
| See Stealth | 48.794161187114 |
| See Invisible | 63.794161187114 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 74 |
| Crit Chance | 67% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 92 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +57% |
| Lightning | +130% |
| Cold | +47% |
| Temporal | +50% |
| Blight | +30% |
| Arcane | +67% |
| Fire | +87% |
| All | +10% |
Offense: Damage Penetration
| Lightning | +50% |
| Light | +50% |
| Physical | +45% |
| Blight | +42% |
| Arcane | +35% |
| Acid | +54% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 29.168963903459 (35.65183292883%) |
| Defense | 104 |
| Ranged Defense | 114 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 40 |
| Mental Save | 44 |
Defense: Resistances
| Lightning | + 67%( 70%) |
| Light | + 41%( 70%) |
| Darkness | + 39%( 70%) |
| Cold | + 48%( 70%) |
| Mind | + 68%( 70%) |
| Fire | + 39%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 70 up to 10 times. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 4 turns and blocking 229 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: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 250% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity 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 58 up to 9 times. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Probability Travel |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Stone Skin |
| talent | Shielding |
| talent | Arcane Combat |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Shockmire (0 def, 5 armour) 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +6 Cun offense ------ Mindpower +10 (+3 eff.) Damage +15% lightning Ignore resists +25% lightning When Hit 11 mind defense ------ Armor +5 Resistance +15% fire +18% light +15% cold Physical save +15 (+5 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Hate-on-crit +5.57 A pair of boots made of leather. |
| Light source | Blazerigor1.0 Encumbrance T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil offense ------ Physical Crit +5.0% Mind Crit +8% Critical power +17.00% Physical Power +9 (+3 eff.) Mindpower +12 (+3 eff.) Damage +9% lightning +3% temporal defense ------ Resistance +6% lightning +12% cold Mind save +10 (+4 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Chargerune the voratun helm (0 def, 5 armour) 3.0 Encumbrance T5 head armor [Rare] Arcane While equipped: Stats +8 Mag +13 Wil offense ------ Spell Crit +5% Damage +20% blight +20% arcane +21% lightning When Hit 8 temporal defense ------ Armor +5 Fatigue +5% Resistance +18% lightning +15% mind Crit Resistance 16.70% Silence Resist +50% other ------- Light +3 See Invisibility +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | voratun torque of gale force 'Cyruth' [power 475] (9 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +3 Str +9 Dex offense ------ Critical power +15.00% Ignore resists +29% acid +20% physical Accuracy +30 (+7 eff.) On-Hit (Melee): * 23% chance to reduce armor by 48% defense ------ Defense +30 (+5 eff.) Unlife -91.21 life other ------- Stamina/turn +3.42 Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 746 physical damage Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| On fingers | Amidohell the Dawnspar0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Wil offense ------ Spell Crit +8% Ignore resists +25% light +10% arcane defense ------ Fatigue -7% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +32 Max mana +80.00 Rings make your fingers look great! |
| Around waist | Emblem of Evasion 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Defense +10 (+2 eff.) Ranged Defense +20 (+3 eff.) Deflect Projectile +15% Slow Projectiles +55% Evasion: (Instant) Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 52 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Brandsmasher the dragonbone magestaff (30-36 power, 6 apr, lightning element) 5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +17.00% Spellpower +50 (+10 eff.) Damage +30% lightning +32% fire Ignore resists +17% blight defense ------ Resistance +15% mind other ------- Mana/turn +5.00 Mana-on-crit +2.23 Max mana +80.00 Max vim +30.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 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. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +17 Mag +17 Wil +17 Cun +10 Con 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! |
| Cloak | Barichik (27 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +10 Wil +5 Cun offense ------ Spell Crit +7% Mind Crit +13% Critical power +15.00% defense ------ Defense +27 (+5 eff.) Resistance +30% lightning Physical save +15 (+5 eff.) Life +40.00 Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
acid wave rune of the wizard (damage 316; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 316.14 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 1149; dur 9; cd 17)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 1149 damage for 9 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. |
teleportation rune of the psychic (range 113; cd 10)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 113 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Aerileran0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Wil +3 Con offense ------ Spell Crit +1% Critical power +5.00% Ignore resists +10% blight defense ------ Fatigue -5% Spell save +3 (+1 eff.) Life Regen +2.00 Healmod +14% Cut Resist +40% Heal: Puts all charms on 21 turn cooldown Effective talent level: 3.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 360 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
savior's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag offense ------ Spellpower/crit +3 defense ------ Physical save +12 (+4 eff.) Spell save +14 (+5 eff.) Mind save +12 (+4 eff.) other ------- Mana/turn +0.20 Max mana +20.00 Amulets make your neck look great! |
steel amulet of mastery (0.13 Steamtech / Physics)0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.13 Steamtech/Physics Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 36 power out of 60/60 The evilness of undeath radiates from this amulet. |
Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+12 eff.) Steampower +40 (+10 eff.) Spellpower +40 (+8 eff.) Mindpower +40 (+10 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Grinurach0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +6 Str +8 Dex +10 Cun +10 Con offense ------ Move Speed +10% Damage +21% mind +9% temporal When Hit 8 physical defense ------ Fatigue -10% Resistance +21% acid +9% temporal Life Regen +5.00 other ------- Stamina/turn +1.40 Hate-on-crit +3.00 Amulets make your neck look great! |
Toranik the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Dex +5 Mag +5 Wil +6 Cun +3 Con offense ------ Spellpower +7 (+2 eff.) Damage +12% fire Ignore resists +20% blight Accuracy +6 (+1 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 37 defense ------ Armor +4 Resistance +24% fire Rings make your fingers look great! |
Unrikan the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex +5 Con offense ------ Critical power +20.00% Damage +14% mind Accuracy +20 (+5 eff.) defense ------ Resistance +14% mind Physical save +15 (+5 eff.) other ------- EQ when Hit +0.12 Hate-on-crit +5.00 Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 23.69 cold and 25.30 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
mule's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% lightning defense ------ Fatigue -5% Resistance +22% lightning other ------- Encumbrance +20 Rings make your fingers look great! |
Elemental Fury0.1 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. |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Mag offense ------ Damage +9% arcane Ignore resists +5% darkness +15% blight Accuracy +17 (+4 eff.) Ignore Armor +13 defense ------ Defense +17 (+3 eff.) Resistance +15% blight Spell save +14 (+5 eff.) Mind save +10 (+4 eff.) Confus Resist +31% 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 Puts all charms on 1 turn cooldown "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? |
Rimeborn the dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +5% Critical power +25.00% Spellpower +37 (+8 eff.) On-Hit 29 fire Damage +30% darkness +12% temporal Ignore resists +10% cold +15% temporal When Hit 4 temporal 2 cold other ------- Max mana +147.00 See Invisibility +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shivervalor the dragonbone starstaff (30-36 power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +72% temporal +9% cold Ignore resists +17% cold When Hit 8 temporal defense ------ Resistance +15% darkness other ------- Mana/turn +0.34 Max mana +100.00 Max positive +22.09 Max negative +22.09 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Teregodin' (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Con offense ------ Spell Crit +5% Critical power +10.00% Spellpower +31 (+7 eff.) Mindpower +20 (+5 eff.) Damage +6% mind +30% fire defense ------ Defense +12 (+2 eff.) Life Regen +3.20 Healmod +53% other ------- Max hate +4.00 Max psi +30.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 1.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 130.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 137 temporal damage and slows enemies in radius 6 of the target by 147% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 4.0 Power cost 6 out of 10/10. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
vined mindstar 'Shockravage' (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex +6 Mag +8 Wil +9 Cun +3 Con offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 8 lightning Damage +11% lightning Ignore resists +10% lightning When Hit 6 mind 10 lightning defense ------ Resistance +11% lightning Crit Resistance 15.00% other ------- Infravision +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+3 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+3 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
living mindstar 'Dourbrawn' (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +8 darkness On Hit: * 26% chance to reduce damage dealt by 28% While equipped: Stats +7 Cun offense ------ Mind Crit +5% Critical power +25.00% Mindpower +10 (+3 eff.) Resonance +25% Damage +9% acid +47% mind +29% darkness Ignore resists +25% mind +6% darkness When Hit 4 acid defense ------ Resistance +10% mind +3% darkness other ------- Psi when Hit +2.00 Max hate +12.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Storm Fury4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+6 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+5 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 157 to 314 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +10 Mag +8 Wil +6 Cun +0 Con offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Black Robe (6 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+3 eff.) Spellpower +30 (+6 eff.) defense ------ Defense +6 (+1 eff.) Resistance +15% all Spell save +25 (+9 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
Voidtrencher of the Blightspawn (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +0 Dex +19 Mag +7 Wil +0 Cun +8 Con offense ------ Spell Crit +2% Spellpower +20 (+4 eff.) Spellpower/crit +8 Damage +27% lightning +49% physical +25% cold +17% nature +20% temporal Ignore resists +14% temporal +10% physical When Hit: * 38% chance to reduce strength, dexterity, and constitution by 37 * 40% chance to reduce damage dealt by 28% defense ------ Resistance +10% lightning +11% cold +15% all Spell save +6 (+2 eff.) Anomaly Control +14 Poison Resist +40% Disease Resist +41% other ------- Mana-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boltrace (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% lightning Ignore resists +20% darkness +10% lightning When Hit 4 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Defense +2 (+1 eff.) Resistance +0% lightning +12% fire Life +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 355 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Ethereal Embrace (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.0 Power cost 17 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 226.86 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Threads of Fate (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Defense +10 (+2 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+6 eff.) Spell save +20 (+7 eff.) Mind save +20 (+7 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.0 Power cost 30 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Skywisp (0 def, 19 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Ignore resists +25% lightning +20% arcane defense ------ Armor +19 Fatigue -8% Resistance +5% arcane Physical save +11 (+3 eff.) other ------- Encumbrance +38 A pair of boots made of leather. |
Ururion the Flashhunter (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +5 (+1 eff.) Damage +6% light Ignore resists +5% light +5% physical Ignore Armor +5 defense ------ Armor +3 Resistance +12% acid Cut Resist +20% Stun Resist +20% A pair of boots made of leather. |
Earthidol (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +6 Wil +5 Con offense ------ Physical Crit +5.0% Physical Power +6 (+2 eff.) Mindpower +8 (+2 eff.) Damage +21% arcane +6% nature +6% mind Ignore resists +10% arcane +9% physical Ignore Armor +13 defense ------ Armor +5 other ------- Spell cooldown 10% Blindside: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of drakeskin leather boots 'Strikepride' (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: offense ------ Physical Power +18 (+6 eff.) Spellpower +17 (+4 eff.) Mindpower +8 (+2 eff.) Damage +9% cold Ignore resists +15% lightning When Hit 2 lightning 6 cold defense ------ Armor +5 Resistance +8% lightning +9% temporal +6% cold Life Regen +7.00 Healmod +16% A pair of boots made of leather. |
pair of dwarven-steel boots 'Issugrim' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +3 Cun +9 Str offense ------ Ignore resists +16% darkness +15% temporal defense ------ Armor +4 Fatigue +3% Resistance +12% lightning +18% temporal +20% darkness +9% mind Disarm Resist +20% Pinning Resist +20% Out-of-Phase Defense +21 Out-of-Phase Resistance +15% Out-of-Phase Resilience +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+4 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 20 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
hardened leather gloves 'Eclipseking' (20 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 lightning Damage +5% lightning defense ------ Armor +2 Defense +20 (+4 eff.) Resistance +7% lightning +3% darkness +9% blight +3% nature +3% acid Disarm Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +9 lightning On Hit: 10% Lightning Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Unreldil' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Wil +2 Cun offense ------ Physical Power +7 (+2 eff.) Damage +6% mind defense ------ Armor +2 Crit Resistance 10.00% Mind save +18 (+6 eff.) other ------- Light +3 Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
brawler's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +4 Str +3 Dex +4 Cun offense ------ Physical Crit +12.0% Spell Crit +8% Mind Crit +16% Critical power +10.00% defense ------ Armor +3 Physical save +9 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 32.0 - 35.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +5 Critical Rate +22.0% Attack Speed 100% On Hit: 10% Set Up level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duryregorin the dwarven-steel gauntlets (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Ignore resists +25% mind Accuracy +13 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 defense ------ Armor +4 Fatigue +3% Physical save +3 (+1 eff.) Unlife -60.00 life other ------- Hate-on-crit +1.00 Unarmed combat: Weapon Damage 17.0 - 23.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Bethabeth the hardened leather hat (30 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +3 Dex +11 Mag +4 Wil +4 Cun offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +3 Defense +30 (+5 eff.) Fatigue +3% Spell save +6 (+2 eff.) Mind save +12 (+4 eff.) Life +40.00 A hat made of leather. Very stylish. |
Flashpall the hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +6% temporal Ignore resists +25% lightning +10% acid When Hit 6 acid 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +3% Resistance +9% nature +3% acid A hat made of leather. Very stylish. |
drakeskin leather hat 'Broditodas' (0 def, 11 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +13 Wil +15 Lck offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +8% On-Hit (Melee): * 10% chance to reduce armor by 48% defense ------ Armor +11 Fatigue +5% Resistance +14% blight +18% acid Mind save +13 (+5 eff.) other ------- Light +2 Infravision +3 A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-4 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-1 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Steamcatcher (12 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun offense ------ Steam Crit +5% Steampower +15 (+3 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. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Aerayabeth the Cleansestake (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Con offense ------ Damage +12% darkness Ignore resists +10% temporal +10% darkness +25% nature When Hit 6 light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +4% Resistance +12% nature Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
21 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
33 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
29 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
27 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 quartz0.0 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. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 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. |
7 fire opal0.0 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. |
10 diamond0.0 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. |
15 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 pearl0.0 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. |
Burning Star1.0 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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
833 alchemist agate0.0 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. |
survivor's brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +5 (+1 eff.) Mind save +6 (+2 eff.) Healmod +10% other ------- Light +3 See Stealth +7 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Master While equipped: defense ------ Blind Resist +22% Confus Resist +15% other ------- Light +8 See Stealth +11 See Invisibility +9 Track: Puts all charms on 24 turn cooldown Effective talent level: 4.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 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. |
dwarven steel crystal plating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
amazing pain suppressor salve [power 703] amazing pain suppressor salve [power 703]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 250% efficiency and 53% cooldown modifier. Let you fight up to -703 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 turn cooldown Activation is instant. Medical salve. |
Moldblight the dwarven-steel pickaxe (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Dex +5 Cun +2 Con offense ------ Damage +6% lightning defense ------ Resistance +5% fire +6% darkness +9% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.2 Power cost 18 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 141.42 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
shattering voratun pickaxe (dig speed 11 turns)3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str offense ------ Ignore resists +25% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.0 Power cost 11 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+3 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 9 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Rod of Entropy (1/1)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 167% 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. |
Rod of Recall (3/3)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. |
steel torque of gale force [power 155] (9 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 243 physical damage Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Cracklewake the voratun torque of clear mind [power 5] (15 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +12% lightning +12% light +6% mind Ignore resists +10% lightning defense ------ Resistance +18% lightning Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 25% for 2 turns. 100% to heal for 60. Torques are made by powerful psionics to store psionic powers. |
Burnwrither the ash wand of conjuration [power 190] (9 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Spellpower +25 (+5 eff.) Spellpower/crit +10 Ignore resists +25% fire +10% temporal When Hit 10 lightning defense ------ Resistance +9% lightning +12% fire Fire a magical bolt dealing 354 fire damage Puts all charms on 9 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick yew wand of clairvoyance [power 10] (6 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 91 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 6 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 6 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Runygadir the Whitehoof Arcane Blade level 50
38th Destruction 124th year of Ascendancy at 20:37 see stats
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Runygadir the Whitehoof Arcane Blade level 33
42nd Revenge 124th year of Ascendancy at 04:18 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Runygadir the Whitehoof Arcane Blade level 13
22nd Retaking 124th year of Ascendancy at 18:25 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Runygadir the Whitehoof Arcane Blade level 38
22nd Pain 124th year of Ascendancy at 02:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Runygadir the Whitehoof Arcane Blade level 30
27th Revenge 124th year of Ascendancy at 00:33 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Runygadir the Whitehoof Arcane Blade level 41
4th Dearth 124th year of Ascendancy at 09:38 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Runygadir the Whitehoof Arcane Blade level 10
18th Retaking 124th year of Ascendancy at 13:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Runygadir the Whitehoof Arcane Blade level 20
41st Retaking 124th year of Ascendancy at 10:41 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Runygadir the Whitehoof Arcane Blade level 30
26th Revenge 124th year of Ascendancy at 18:39 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Runygadir the Whitehoof Arcane Blade level 40
2nd Dearth 124th year of Ascendancy at 06:55 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Runygadir the Whitehoof Arcane Blade level 50
10th Loss 124th year of Ascendancy at 01:21 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Runygadir the Whitehoof Arcane Blade level 50
41st Destruction 124th year of Ascendancy at 19:49 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Runygadir the Whitehoof Arcane Blade level 42
6th Dearth 124th year of Ascendancy at 14:39 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Runygadir the Whitehoof Arcane Blade level 40
3rd Dearth 124th year of Ascendancy at 12:11 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Runygadir the Whitehoof Arcane Blade level 22
43rd Retaking 124th year of Ascendancy at 12:15 see stats
The Dead God Rests (Insane (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Runygadir the Whitehoof Arcane Blade level 50
6th Remembrance 125th year of Ascendancy at 06:36 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Runygadir the Whitehoof Arcane Blade level 46
42nd Dearth 124th year of Ascendancy at 21:51 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Runygadir the Whitehoof Arcane Blade level 47
3rd Loss 124th year of Ascendancy at 04:51 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Runygadir the Whitehoof Arcane Blade level 50
22nd Destruction 124th year of Ascendancy at 18:56 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Runygadir the Whitehoof Arcane Blade level 23
43rd Retaking 124th year of Ascendancy at 20:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Runygadir the Whitehoof Arcane Blade level 30
27th Revenge 124th year of Ascendancy at 18:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Runygadir the Whitehoof Arcane Blade level 19
32nd Retaking 124th year of Ascendancy at 07:16 see stats
Log
Ran for 4 turns (stop reason: didn't move).
Today is the 24th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 25th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Today is the 26th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
Ran for 5 turns (stop reason: hostile spotted to the north (Anorithil patrol)).
Today is the 27th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 28th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Today is the 29th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
There is a Entrance to the Vaporous Emporium here (press '' or right click to use).
There is a Huge door to Kaltor's Shop here (press '' or right click to use).
Today is the 30th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:21.
Today is the 31st Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
There is a Kruk Pride (Town) here (press '' or right click to use).
Today is the 32nd Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 33rd Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
The furious lightning storm around Runygadir calms down and disappears.















































































































































































