













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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. 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. 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:
Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. 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. 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 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! 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:
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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 4039% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 28 (base 11) |
| Dexterity | 35 (base 15) |
| Constitution | 94 (base 51) |
| Magic | 154 (base 64) |
| Willpower | 109 (base 63) |
| Cunning | 93 (base 60) |
Resources
| Life | 1383/1383 |
| Mana | 562/684 |
| Steam | 65/90 |
| Healing Factor | 1.84738161731 |
| Regeneration | 42.951622602458 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +48.85179503776% |
| Spell | 0% |
| Global | +126.58634646151% |
Vision
| Sight | 13 |
| Lite | 11.286335345031 |
| Infravision | 17 |
| See Stealth | 74.811301162445 |
| See Invisible | 132.31429842336 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 38 |
| Crit Chance | 61% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 38 |
| Crit Chance | 57% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 131 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 46.666666666667 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +37% |
| Blight | +26% |
| Arcane | +194% |
| Cold | +74% |
| All | +17% |
| Lightning | +69% |
| Light | +36% |
| Temporal | +66% |
| Physical | +54% |
| Fire | +57% |
| Mind | +41% |
Offense: Damage Penetration
| Lightning | +15% |
| Nature | +5% |
| Blight | +10% |
| Arcane | +84% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31.864326979289 (35.65183292883%) |
| Defense | 52 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 51 |
| Mental Save | 78 |
Defense: Resistances
| Blight | + 36%( 70%) |
| Arcane | + 54%( 70%) |
| Cold | + 47%( 70%) |
| All | + 34%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 59%( 70%) |
| Temporal | + 63%( 70%) |
| Physical | + 47%( 70%) |
| Darkness | + 66%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 59%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Teleport Resistance | 100% |
| Blind Resistance | 41% |
| Silence Resistance | 79% |
| Disarm Resistance | 20% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2047% for 10 turns (2698 total) and instantly restoring 102 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 823% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Spell / Occult technomancy | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Energy Alteration |
| talent | Chant of Fortitude |
| talent | Phantasmal Shield |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Essence of Speed |
| talent | Thunderstorm |
| talent | Arcane Power |
| talent | Disruption Shield |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Pure Aether |
| talent | Shielding |
| talent | Metaphasic Spin |
| detrimental effect | Your body can not function properly here, it is slowly wasting away. Each turn you take 50.00 void damage and any new debuff on you lasts 23% longer. Each turn those penalties increase until the effect is removed. Total Collapse |
| beneficial effect | 93% of all damage converted to arcane. Energy Alteration (arcane) |
| beneficial effect | The target's spellpower has been increased by 66. Spellsurge |
| beneficial effect | Target is protected by a mirror image. Increases damage dealt to blind or dazzled creatures by 12% Protected by a Mirror Image |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Track (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 Shax 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. * 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: 2971. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 | Chargewrack (15 def, 5 armour) 2.0 Encumbrance T5 feet armor [Random Unique] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +10 (+1 eff.) defense ------ Armor +5 Defense +15 (+5 eff.) Resistance +9% lightning +9% fire Physical save +15 (+5 eff.) Life +60.00 Silence Resist +40% Disarm Resist +20% Confus Resist +41% Pinning Resist +25% Stun Resist +34% Knockbk Resist +25% Teleport Resist +100% other ------- Spell cooldown 10% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Braneromisadas'1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Mind Crit +4% Damage +27% arcane +24% mind Ignore resists +15% mind defense ------ Physical save +10 (+3 eff.) Healmod +19% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Betarin (3 def, 0 armour) 2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +12 Mag +10 Con offense ------ Spellpower +10 (+1 eff.) Spellpower/crit +4 Damage +9% blight +40% arcane +19% light Ignore resists +10% arcane On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 47 defense ------ Defense +3 (+1 eff.) Resistance +28% light other ------- Mana/turn +0.04 Max mana +110.00 Max vim +50.00 Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour) 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+2 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning other ------- Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Lelehad (dig speed 22 turns)3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Mag offense ------ Spell Crit +10% Critical power +16.00% Physical Power +10 (+4 eff.) Ignore resists +5% blight Ignore Armor +7 defense ------ Resistance +3% blight +6% fire +6% nature +9% light Knockbk Resist +20% other ------- Max mana +60.00 Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Xanewyn the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +11 Mag +2 Wil +4 Cun +2 Con offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Spellpower +13 (+2 eff.) Move Speed +23% Damage +10% all Accuracy +14 (+5 eff.) defense ------ Defense +14 (+4 eff.) Resistance +9% cold +3% nature +9% darkness Life +84.00 Life Regen +16.00 Healmod +18% other ------- Light +3 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| On fingers | Dairetohor the Flashdare0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +25 Con +1 Wil offense ------ Spell Crit +5% Damage +3% fire Ignore resists +5% blight defense ------ Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Life Regen +7.00 Blind Resist +41% Silence Resist +39% Stun Resist +49% other ------- Mana/turn +0.48 Mana-on-crit +2.00 Vim-on-crit +2.10 Infravision +6 See Stealth +23 See Invisibility +25 Rings make your fingers look great! |
| Around neck | Turayon the Skyminister0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +5 Wil offense ------ Critical power +15.00% Spellpower +20 (+3 eff.) Spellpower/crit +8 Damage +21% arcane Ignore resists +15% lightning defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
| In main hand | Dagidrablek the dragonbone magestaff (30-36 power, 6 apr, arcane element) 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +9% Critical power +38.00% Physical Power +12 (+4 eff.) Spellpower +33 (+5 eff.) Spellpower/crit +10 On-Hit 25 fire Damage +30% arcane +12% temporal Accuracy +10 (+3 eff.) defense ------ Resistance +15% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +5.00 See Invisibility +20 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Filthwind 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +9 Mag +17 Wil +8 Cun offense ------ Spell Crit +5% Spellpower +9 (+1 eff.) Ignore resists +5% nature Against +36% Summoned defense ------ Defense +10 (+3 eff.) Resistance +5% arcane +3% nature Resist Against +40% Summoned Mind save +15 (+3 eff.) Slow Projectiles +25% other ------- Infravision +2 A belt that goes around your waist. |
| In off hand | Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
| Cloak | elven-silk cloak 'Eleninarinarildir' (3 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Wil +3 Cun offense ------ Spell Crit +5% Mind Crit +4% Critical power +28.00% Spellpower +10 (+1 eff.) Damage +12% arcane Ignore resists +27% arcane defense ------ Defense +3 (+1 eff.) Resistance +30% lightning +29% temporal +30% darkness Crit Resistance 15.00% Physical save +6 (+2 eff.) Stun Resist +50% Teleport Resist +20% Out-of-Phase Defense +23 Out-of-Phase Resistance +15% Out-of-Phase Resilience +28% other ------- Max mana +89.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+5 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 Talents +5 Arcane Dynamo 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! |
Inventory
medical injector implant (efficiency 80% / cooldown 93%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 93%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 130% / cooldown 84%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 84%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 93% / cooldown 88%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 93% efficiency and cooldown mod of 88%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 99% / cooldown 56%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 99% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 101% / cooldown 59%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 127% / cooldown 92%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 92%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 139% / cooldown 50%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 113% / cooldown 92%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 92%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 155% / cooldown 86%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 86%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 149% / cooldown 83%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 83%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 112% / cooldown 83%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 83%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 179% / cooldown 78%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 78%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 147% / cooldown 51%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 128% / cooldown 66%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 66%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 145% / cooldown 52%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 115% / cooldown 50%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 134% / cooldown 59%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 162% / cooldown 54%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 54%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 166% / cooldown 70%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 128% / cooldown 91%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 91%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 145% / cooldown 80%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 80%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 118% / cooldown 77%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 77%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 137% / cooldown 80%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 80%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 219% / cooldown 54%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 219% efficiency and cooldown mod of 54%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 206% / cooldown 89%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 89%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 244% / cooldown 92%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 244% efficiency and cooldown mod of 92%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 171% / cooldown 89%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 178% / cooldown 91%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 91%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 199% / cooldown 64%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 199% efficiency and cooldown mod of 64%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 217% / cooldown 69%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 217% efficiency and cooldown mod of 69%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 246% / cooldown 87%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 246% efficiency and cooldown mod of 87%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the duelist (speed 829%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 829% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 25%; physical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 36%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% 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. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1569 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (586.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 8 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 972.76 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. |
acid wave rune of the psychic (damage 520; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 520.33 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 616; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 616.23 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. |
biting gale rune of the wizard (damage 642; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 641.71 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects 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. |
shatter afflictions rune of the warrior (absorb 105; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 8 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 105 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 87; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 9 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 87 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 Strength 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 psychic (absorb 1134; dur 7; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1134 damage for 7 turns. 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. |
shielding rune of the psychic (absorb 1223; dur 6; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1223 damage for 6 turns. 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. |
shielding rune of the sneak (absorb 922; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 922 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 712; dur 7; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 712 damage for 7 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 976; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 976 damage for 5 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. |
stormshield rune of the duelist (threshold 50; blocks 4; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 7 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. 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. |
stormshield rune of the sneak (threshold 30; blocks 7; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 7 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 30 up to 7 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
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. |
Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 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. |
Glitterveil0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag offense ------ Spell Crit +4% Critical power +14.00% Spellpower +4 (+1 eff.) Damage +5% acid +5% fire +6% cold +6% lightning Ignore resists +20% light +25% cold Accuracy +7 (+2 eff.) Ignore Armor +12 other ------- Light +3 Masteries +0.21 Spell/Divination Amulets make your neck look great! |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Vox0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+1 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
Zemekkys' Broken Hourglass0.1 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 50 out of 80/80. Range melee/personal Cooldown: 27 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. |
steel amulet 'Berabar'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Resistance +13% light +3% temporal +15% darkness +5% arcane Physical save +13 (+4 eff.) Spell save +16 (+5 eff.) Mind save +14 (+3 eff.) Life Regen +1.00 Blind Resist +23% other ------- Stamina/turn +0.60 Amulets make your neck look great! |
stralite amulet 'Chillraven'0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +1 Mag +3 Cun offense ------ Physical Power +6 (+2 eff.) Combat Speed +10% Damage +9% physical When Hit 8 cold defense ------ Resistance +10% physical other ------- Stamina/turn +0.70 Infravision +3 See Invisibility +3 Masteries +0.33 Spell/Air Amulets make your neck look great! |
vitalizing voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego++] Nature While equipped: Stats +5 Con defense ------ Physical save +9 (+3 eff.) Life +45.00 Life Regen +3.00 Blind Resist +14% other ------- Infravision +8 Sight +2 See Invisibility +15 Amulets make your neck look great! |
voratun amulet 'Gitira'0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: offense ------ Critical power +38.00% Spellpower +12 (+2 eff.) Mindpower +35 (+10 eff.) Damage +15% blight +11% fire defense ------ Defense +35 (+10 eff.) Resistance +12% mind +18% fire Poison Resist +23% Disease Resist +23% other ------- EQ when Hit +0.36 Amulets make your neck look great! |
voratun amulet of perfection (0.40 Spell / Occult technomancy,0.40 Spell / Earth)0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.40 Spell/Occult technomancy +0.40 Spell/Earth Amulets make your neck look great! |
wanderer's voratun amulet of the eclipse0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +9 Cun +7 Con offense ------ Move Speed +10% On-Hit 11 light 11 darkness Damage +12% light +12% darkness When Hit: * 6% chance to reduce damage dealt by 27% * 11% chance to blind defense ------ Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +1.00 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Brodegakath the Obsidianvice0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Armor +8 Resistance +15% light Crit Resistance 10.00% Spell save +9 (+3 eff.) Life Regen +3.00 Stun Resist +29% Rings make your fingers look great! |
Ce'Nodhemira0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str offense ------ Damage +15% arcane defense ------ Armor +8 Resistance +15% arcane Physical save +9 (+3 eff.) Life Regen +9.00 Disease Resist +20% Stun Resist +64% Knockbk Resist +20% other ------- Max psi +20.00 Rings make your fingers look great! |
Emelena the Dawnkin0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Critical power +10.00% Ignore resists +20% blight Ignore Shields +30% When Hit 4 light defense ------ Resistance +12% light Life Regen +4.00 Stun Resist +34% other ------- Mana/turn +0.20 Vim-on-crit +1.00 Rings make your fingers look great! |
Exiler0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+1 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 243.68 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Kheliyathad the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +6 Mag +15 Wil +5 Cun offense ------ Critical power +5.00% Spellpower +13 (+2 eff.) Mindpower +9 (+3 eff.) defense ------ Defense +15 (+5 eff.) Fatigue -7% Resistance +6% blight Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +32 Rings make your fingers look great! |
Mayirethra the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Dex +10 Mag +9 Cun offense ------ Physical Power +12 (+4 eff.) Spellpower +16 (+2 eff.) Mindpower +17 (+5 eff.) Damage +7% all Accuracy +15 (+5 eff.) defense ------ Defense +5 (+1 eff.) Resistance +3% acid +2% physical +3% mind +6% cold Spell save +20 (+6 eff.) Life +80.00 Rings make your fingers look great! |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tadeleg the Gleamshine0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +9% acid +17% darkness +9% mind Ignore resists +26% acid When Hit 6 mind On-Hit (Melee): * 21% chance to reduce armor by 57% defense ------ Resistance +24% acid +12% light +16% mind +34% darkness Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
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 36.20 cold and 32.04 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+1 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 5.2 Power cost 6 out of 6/6. Range 10 Cooldown: 2 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 1088.19 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of Fate0.1 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? |
Writhing Ring of the Hunter0.1 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. |
Xanurama0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil offense ------ Critical power +10.00% defense ------ Defense +10 (+3 eff.) Life +21.00 Life Regen +4.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +23% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
conjurer's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil +5 Cun offense ------ Spellpower +14 (+2 eff.) On-Hit 25 physical On-Ranged-Hit 35 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 34 other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 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! |
gold garnet ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Move Speed +19% Damage +6% all Accuracy +8 (+3 eff.) defense ------ Defense +9 (+3 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
sneakthief's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +10 Dex offense ------ Accuracy +28 (+9 eff.) Ignore Armor +11 defense ------ Defense +13 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +9 Cun +8 Dex offense ------ Accuracy +11 (+4 eff.) defense ------ Resistance +18% acid +16% fire +18% lightning +25% cold Rings make your fingers look great! |
solipsist's gold ring of arcana (+0.10/turn)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+3 eff.) defense ------ Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
solipsist's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego++] Psionic While equipped: Stats +17 Cun +5 Wil offense ------ Mindpower +11 (+4 eff.) On-Hit 23 physical On-Ranged-Hit 26 physical On-Hit (Melee): * 17% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 34 other ------- Hate-on-crit +3.00 Max hate +9.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring 'Beloramina'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +7 (+2 eff.) When Hit 2 mind defense ------ Resistance +15% cold Crit Resistance 15.00% Physical save +3 (+1 eff.) Life +40.00 Pinning Resist +20% Rings make your fingers look great! |
stralite amber ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +8 Con offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Physical Power +9 (+3 eff.) Damage +8% all Rings make your fingers look great! |
treant's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +14% nature +14% blight Poison Resist +22% Disease Resist +23% Rings make your fingers look great! |
voratun fire opal ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Cun +6 Mag offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Spellpower +12 (+2 eff.) Damage +10% all Rings make your fingers look great! |
Boritar the Charwrest (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 13.5 - 17.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +16 arcane +16 fire On-Hit, radius 1 +8 arcane +11 fire While equipped: offense ------ Damage +9% mind +6% fire Ignore resists +20% arcane +15% mind When Hit 8 fire Sharp, short and deadly. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 30% Cun, 35% Str, 35% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
balanced dwarven-steel dagger of enduring (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +11 Con +9 Wil offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +7 (+2 eff.) Life +22.00 Disarm Resist +22% Sharp, short and deadly. |
Morrigor (50-70 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 226.59 arcane and 90.09 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+3 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Alularuivon the mossy mindstar (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Resistance +3% acid +3% cold +3% darkness Crit Resistance 10.00% Unlife -80.00 life Life +10.00 Life Regen +0.50 other ------- Infravision +2 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. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)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 (+7 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Blindwisp (30-36 power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Nature/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: Stats +14 Con offense ------ Spell Crit +16% Critical power +20.00% Spellpower +34 (+5 eff.) Damage +18% lightning +30% temporal +9% light +6% mind Ignore resists +20% light defense ------ Life Regen +3.70 Healmod +60% other ------- Hate-on-crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Durildil the Kindlepassion (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Nature/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: Stats +14 Con offense ------ Spell Crit +20% Critical power +20.00% Spellpower +33 (+5 eff.) Damage +9% light +30% fire defense ------ Resistance +12% acid Crit Resistance 10.00% Life +20.00 Life Regen +3.90 Healmod +58% Cut Resist +20% Out-of-Phase Defense +18 Out-of-Phase Resistance +18% Out-of-Phase Resilience +18% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Isolaith the Lightblack (25-30 power, 5 apr, temporal element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +21% Critical power +44.00% Spellpower +18 (+3 eff.) On-Hit 18 fire Damage +9% light +25% temporal Accuracy +5 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +2% physical Physical save +12 (+4 eff.) Spell save +9 (+3 eff.) Mind save +11 (+2 eff.) Unlife -60.00 life other ------- See Invisibility +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Layowe (30-36 power, 6 apr, lightning 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 +3 Mag +5 Wil +3 Cun +5 Con offense ------ Spell Crit +5% Critical power +50.00% Spellpower +32 (+5 eff.) On-Hit 23 fire Damage +30% lightning +9% blight Ignore resists +15% mind defense ------ Resistance +6% blight other ------- Mana/turn +0.57 Negative/turn +0.20 Vim-on-crit +6.00 Max vim +26.00 Max negative +35.00 See Invisibility +11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Nightmalice (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +5 Mag +11 Con offense ------ Spell Crit +5% Spellpower +31 (+4 eff.) Damage +30% darkness defense ------ Resistance +6% blight +3% darkness Life Regen +2.90 Healmod +69% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Salawe the dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature/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: Stats +1 Cun offense ------ Spell Crit +24% Critical power +19.00% Spellpower +27 (+4 eff.) Mindpower +15 (+5 eff.) Damage +30% lightning Ignore resists +10% arcane When Hit 2 blight On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 47 defense ------ Defense +12 (+4 eff.) other ------- Mana/turn +0.16 Vim-on-crit +5.00 Hate-on-crit +3.00 Max vim +40.00 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 328.21 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. |
Yvyna (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/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 +29% Critical power +53.00% Spellpower +23 (+3 eff.) On-Hit 17 fire Damage +30% arcane defense ------ Resistance +9% cold +6% light +3% darkness Crit Resistance 15.00% other ------- See Invisibility +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Branalavor (22-34 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 22.5 - 33.8 Phys.bleed Uses 100% Mag Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: Stats +5 Dex +3 Mag +5 Wil offense ------ Accuracy +9 (+3 eff.) defense ------ Armor +4 Defense +14 (+4 eff.) Fatigue +8% Unlife -80.00 life Disarm Resist +31% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- See Invisibility +6 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw 'Loredar' (19-28 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 19.0 - 28.5 Phys.bleed Uses 100% Mag Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +52 On-crit, radius 2 +20 temporal Uses 1.0 Steam While equipped: Stats +6 Wil +4 Mag offense ------ Spellpower +30 (+4 eff.) On-Hit 17 lightning Ignore resists +25% arcane When Hit 13 lightning defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Crit Resistance 15.00% other ------- Light +3 See Invisibility +12 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Xereldavena' (48-72 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Master/Psionic/Steamtech Weapon Damage 48.0 - 72.0 Phys.bleed Uses 100% Mag Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +90 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +6% blight +20% physical +19% mind Windwall +63 Slow Projectiles +40% Unlife -60.00 life Healmod +20% Confus Resist +20% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+1 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.3 Power cost 80 out of 80/80. Range melee/personal Cooldown: 6 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 67.02 cold damage and 59.32 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. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Belothra the Rimesnake1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str offense ------ When Hit 6 mind defense ------ Armor +15 Resistance +14% lightning +13% temporal +14% fire +22% cold other ------- Hate-on-crit +2.00 Max hate +4.00 Max psi +20.00 Create a temporary shield that absorbs 626 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
Cyramina the Healraider1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Mag +3 Wil +5 Cun offense ------ Damage +3% nature When Hit 2 mind 4 nature defense ------ Resistance +6% lightning +6% temporal A belt that goes around your waist. |
drakeskin leather belt 'Duskbreeze'1.0 Encumbrance T5 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +6 (+2 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Resistance +9% cold Crit Resistance 15.00% Physical save +13 (+4 eff.) Spell save +18 (+6 eff.) Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +6% blight +5% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Kindlefiend'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Ignore resists +5% light defense ------ Armor +4 Resistance +6% nature Physical save +6 (+2 eff.) Life +80.00 Life Regen +2.00 A belt that goes around your waist. |
Betinne (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Master While equipped: Stats +4 Str +7 Dex +6 Cun +5 Con offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +15 (+5 eff.) Resistance +6% blight +6% fire +3% light +3% temporal Physical save +24 (+8 eff.) Life +94.00 other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betyrin the Plaguewoe (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Critical power +20.00% Damage +21% nature defense ------ Defense +2 (+0 eff.) Resistance +9% acid +21% fire +0% lightning Physical save +9 (+3 eff.) 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. |
Brenomas the Strikedeath (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +6% lightning +3% arcane Ignore resists +10% arcane defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +5% arcane +15% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 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 (+3 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: 2.6 Power cost 28 out of 28/28. Range 7 Cooldown: 5 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 613.15 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. |
Malodur the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +4 Mag +6 Wil +3 Cun offense ------ Spellpower +15 (+2 eff.) Spellpower/crit +10 defense ------ Defense +2 (+0 eff.) Resistance +0% lightning other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Max mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Bethabeth' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +4.0% Mind Crit +6% Physical Power +4 (+2 eff.) defense ------ Defense +3 (+1 eff.) Fatigue -6% Spell save +9 (+3 eff.) Mind save +9 (+2 eff.) Life +56.00 Life Regen +2.00 Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Furnaceoozer' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +6 Wil +10 Cun offense ------ Mind Crit +7% Damage +23% darkness +12% arcane Ignore resists +12% darkness When Hit 8 mind defense ------ Defense +3 (+1 eff.) Resistance +9% fire +27% temporal +7% arcane +55% darkness Stealth +24 Out-of-Phase Defense +26 Out-of-Phase Resistance +15% Out-of-Phase Resilience +26% other ------- Light +4 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boraneg the Smearfear (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +9 Wil +3 Cun offense ------ Spell Crit +16% Mind Crit +8% Spellpower +34 (+5 eff.) Mindpower +5 (+2 eff.) Damage +24% arcane +24% temporal defense ------ Resistance +12% nature +15% all Mind save +26 (+5 eff.) other ------- Mana/turn +0.34 Max mana +141.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Malelar the elven-silk robe (0 def, 2 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +2.0% Spell Crit +8% Spellpower +10 (+1 eff.) Mindpower +25 (+7 eff.) Damage +27% light +53% temporal +26% darkness +29% physical Ignore resists +15% temporal +15% mind +12% physical defense ------ Armor +2 Resistance +30% temporal +15% all Physical save +9 (+3 eff.) Anomaly Control +13 other ------- EQ when Hit +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tirion the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +7 Mag +8 Wil +5 Cun offense ------ Mind Crit +1% Critical power +20.00% Mindpower +10 (+3 eff.) Damage +30% lightning +25% physical +23% nature +27% cold Ignore resists +10% blight defense ------ Resistance +13% lightning +12% cold +34% nature +15% all Mind save +9 (+2 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Hate-on-crit +5.00 Psi-on-crit +4.00 Max hate +2.00 Max psi +40.00 Max vim +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ulfodogorn the silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +12 Mag +13 Wil offense ------ Spell Crit +7% Spellpower +18 (+3 eff.) Spellpower/crit +5 Damage +29% arcane +31% temporal When Hit 4 blight defense ------ Resistance +13% all Silence Resist +38% other ------- Mana-on-crit +2.00 Max mana +189.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+2 eff.) Damage +25% arcane defense ------ Defense +6 (+2 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 320 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Dazzleblood (5 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +4 Wil offense ------ Spellpower +25 (+4 eff.) defense ------ Armor +5 Defense +5 (+1 eff.) Fatigue +4% Resistance +3% light +6% darkness Physical save +15 (+5 eff.) Spell save +13 (+4 eff.) Mind save +13 (+3 eff.) Blind Resist +20% Disease Resist +10% Pinning Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 66% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Hanoromirig (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spell Crit +6% Critical power +10.00% Spellpower +6 (+1 eff.) Damage +12% blight defense ------ Armor +4 Fatigue +3% Spell save +18 (+6 eff.) other ------- Max mana +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nightdeath (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +15% darkness When Hit 8 darkness defense ------ Armor +3 Fatigue +2% Crit Resistance 15.00% Healmod +10% Silence Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.40 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Borath' (15 def, 8 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Critical power +10.00% Spellpower +7 (+1 eff.) Ignore resists +13% darkness +13% temporal Ignore Armor +3 defense ------ Armor +8 Defense +15 (+5 eff.) Resistance +8% acid +11% temporal +12% darkness +10% fire +8% cold +7% lightning Out-of-Phase Defense +20 Out-of-Phase Resistance +10% Out-of-Phase Resilience +11% A pair of boots made of leather. |
pair of voratun boots 'Morningstinger' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +11 Str +2 Dex +4 Wil +2 Cun +4 Con offense ------ Move Speed +25% Damage +9% physical Ignore resists +20% darkness +18% temporal When Hit 6 light defense ------ Armor +5 Fatigue +4% Resistance +23% darkness +24% temporal Out-of-Phase Defense +21 Out-of-Phase Resistance +20% Out-of-Phase Resilience +26% other ------- Infravision +2 See Invisibility +12 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Morningwolf' (15 def, 9 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex offense ------ Physical Crit +5.0% Physical Power +6 (+2 eff.) Damage +6% light Ignore resists +13% physical +16% darkness +19% temporal Accuracy +20 (+7 eff.) defense ------ Armor +9 Defense +15 (+5 eff.) Fatigue -5% Resistance +17% darkness +18% temporal Physical save +11 (+3 eff.) Out-of-Phase Defense +23 Out-of-Phase Resistance +16% Out-of-Phase Resilience +26% 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. |
wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Str +1 Cun +5 Con defense ------ Armor +3 Physical save +13 (+4 eff.) Mind save +16 (+3 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Emelegathra the Boltshear (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Spellpower/crit +2 On-Hit 7 cold Damage +5% cold Ignore resists +5% lightning defense ------ Armor +6 Resistance +12% lightning +7% cold Mind save +7 (+1 eff.) Life +40.00 Life Regen +3.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +1.30 Max stamina +27.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glorywyn the Sunslicer (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +2 Dex +10 Mag +9 Wil +1 Cun offense ------ Spellpower +14 (+2 eff.) On-Hit 18 arcane 8 blight Damage +8% arcane +3% blight defense ------ Armor +2 Resistance +7% blight +9% arcane +6% light other ------- See Invisibility +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Undeathpain the drakeskin leather gloves (0 def, 19 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +11 Con offense ------ Physical Crit +12.0% Spell Crit +24% Mind Crit +20% Critical power +12.00% Spellpower +16 (+2 eff.) When Hit 4 temporal On-Hit (Melee): * 20% chance to slow global speed by 62% defense ------ Armor +19 Hardiness +11% Resistance +9% temporal +9% physical Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.38 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+7 eff.) Ignore Armor +15 defense ------ Defense +10 (+3 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! |
Cuthagorn the Flashwrack (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Arcane While equipped: Stats +6 Dex +6 Mag +7 Con offense ------ Spellpower +10 (+1 eff.) Damage +40% arcane +15% mind Ignore resists +33% light defense ------ Defense +3 (+1 eff.) Resistance +7% arcane Mind save +24 (+5 eff.) other ------- Mana/turn +3.00 Mana when Hit +3.00 Psi when Hit +0.20 Max mana +106.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 24 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Decayed Visage (0 def, 0 armour)1.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +10 Wil +10 Mag offense ------ Spell Crit +5% Damage +17% blight +21% arcane +12% acid When Hit 10 acid 10 vim draining blight defense ------ Mind save +6 (+1 eff.) other ------- Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 25 out of 45/45. Range melee/personal Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 29% and all saves by 50, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Eluriayanne the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +10 (+4 eff.) Damage +12% arcane When Hit 8 acid defense ------ Armor +1 Fatigue +1% Resistance +6% acid Physical save +3 (+1 eff.) other ------- Max stamina +20.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 199.7 Physical damage. If the attack hits, the target is confused (35% 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. |
Glowknave the dwarven-steel helm (0 def, 8 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Mag offense ------ Spellpower/crit +10 Ignore resists +25% arcane defense ------ Armor +8 Fatigue +4% other ------- Mana-on-crit +2.00 Light +3 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gotira the hardened leather cap (0 def, 6 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ Damage +9% arcane Ignore resists +5% arcane defense ------ Armor +6 Fatigue +3% Resistance +7% acid +15% light +12% darkness +7% fire +7% cold +8% lightning other ------- Infravision +2 See Invisibility +6 A cap made of leather. |
Jetsaw (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Str offense ------ Spell Crit +3% Physical Power +25 (+9 eff.) Spellpower +3 (+0 eff.) Ignore resists +5% darkness Ignore Armor +1 defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.11 A pointy cloth hat, very wizardly... |
Mayinne (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Con offense ------ Spell Crit +3% Spellpower +3 (+0 eff.) Damage +13% darkness +14% mind When Hit 6 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 47 defense ------ Defense +2 (+0 eff.) Resistance +19% darkness +14% mind Crit Resistance 15.00% other ------- Mana/turn +0.18 A pointy cloth hat, very wizardly... |
Scorchcutter (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +6 Wil offense ------ Mind Crit +4% Critical power +20.00% Damage +15% arcane +9% fire On-Hit (Melee): * 21% chance to reduce armor by 57% defense ------ Armor +5 Fatigue +5% Resistance +25% cold other ------- Psi when Hit +0.20 Max psi +50.00 Breathe water A cap made of leather. |
Shockradiance (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +3 Dex +1 Mag +3 Wil +0 Cun offense ------ Damage +6% lightning Ignore resists +10% lightning defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +7% temporal A cap made of leather. |
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. |
1460 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. |
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. |
Windborne Azurite0.0 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. |
3 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. |
6 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Freezewish the voratun pickaxe (dig speed 21 turns)3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Wil +1 Cun offense ------ Physical Crit +15.0% Mind Crit +14% Damage +12% fire +18% cold Accuracy +8 (+3 eff.) defense ------ Armor +5 Defense +7 (+2 eff.) Resistance +9% physical +6% cold other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Bethiwe' (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +8 Str +1 Mag +5 Cun +1 Con offense ------ Damage +7% nature defense ------ Fatigue -7% Resistance +12% nature Crit Resistance 15.00% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Home, Horrific Home"2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
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. |
2 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. |
8 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 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 (+4 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.2 Power cost 80 out of 150/150. Range melee/personal Cooldown: 6 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 6, doing 124.95 cold damage and 110.59 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 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. |
Venomsweeper the dwarven lantern1.0 Encumbrance T5 lite [Rare] Master While equipped: offense ------ Damage +18% arcane Ignore resists +29% arcane When Hit 12 arcane On-Hit (Melee): * 23% chance to slow global speed by 62% defense ------ Resistance +6% arcane +27% cold other ------- Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
void-walker's alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego++] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +3 (+0 eff.) defense ------ Resistance +6% blight +5% cold +5% darkness +6% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% other ------- Light +4 Infravision +3 See Invisibility +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 40 blight damage or heals 47 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 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. |
Crystal Heart0.0 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. |
Telos's Staff Crystal0.0 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. |
Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command)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 Destruction (Orb of Command)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. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Atamathon's Ruby Eye0.0 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. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
64 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
15 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. |
25 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. |
2 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. |
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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 954.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 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. |
mastercraft focus lens0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +8 Sight +2 See Stealth +20 See Invisibility +20 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +90% other ------- Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +12 (+4 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite rocket boots0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Getarab [power 100] (27/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +6 Resistance +1% physical Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 154 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Cyrogama the elm totem of healing [power 116] (27/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Mag +8 Wil offense ------ Damage +3% blight other ------- Max mana +60.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Flashrupture the ash totem of stinging [power 200] (27/15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +6 Damage +9% arcane +6% light Ignore resists +25% arcane other ------- Max mana +80.00 Max vim +40.00 Sting an enemy dealing 234 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Muntir [power 458] (27/15 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +2 Mag offense ------ Critical power +20.00% Damage +6% blight Ignore Shields +30% defense ------ Spell save +6 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 458 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Eilinubeth' [power 524] (27/15 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Power +20 (+7 eff.) defense ------ Defense +10 (+3 eff.) Resistance +3% blight +12% nature +12% acid Physical save +3 (+1 eff.) Teleport Resist +20% Heal yourself and all friendly characters within 10 spaces for 524 Puts all charms on 15 turn cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Salatta' [power 122] (27/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Critical power +20.00% defense ------ Resistance +6% lightning +15% fire +6% cold Crit Resistance 15.00% Unlife -20.00 life Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Blacksweep [power 506] (27/15 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +13 Mag offense ------ Spell Crit +5% Critical power +26.91% Spellpower +10 (+1 eff.) Damage +18% darkness defense ------ Resistance +6% blight +21% darkness other ------- Mana-on-crit +2.69 Create a radius 3 storm for 5 turns. Each turn, creatures within take 171 lightning damage and will be dazed for 1 turn (855 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ragyrathel the Cinderpanic [power 236] (27/15 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Physical Crit +2.0% Physical Power +10 (+4 eff.) Damage +6% fire Ignore Armor +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 79 lightning damage and will be dazed for 1 turn (398 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance [power 10] (27/15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 103 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 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. |
21 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. |
16 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 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. |
3 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. |
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
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Roden the Drem Archmage level 40
10th Wealth 123rd year of Ascendancy at 23:20 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Roden the Drem Archmage level 50
33rd Steel 124th year of Ascendancy at 08:25 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Roden the Drem Archmage level 40
32nd Profit 123rd year of Ascendancy at 04:21 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Roden the Drem Archmage level 32
45th Stralite 123rd year of Ascendancy at 17:04 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Roden the Drem Archmage level 50
18th Iron 124th year of Ascendancy at 20:20 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Roden the Drem Archmage level 44
2nd Dearth 123rd year of Ascendancy at 06:22 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Roden the Drem Archmage level 50
23rd Profit 124th year of Ascendancy at 21:14 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Roden the Drem Archmage level 50
16th Iron 124th year of Ascendancy at 00:13 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Roden the Drem Archmage level 50
29th Voratun 124th year of Ascendancy at 18:27 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Roden the Drem Archmage level 43
20th Wealth 123rd year of Ascendancy at 21:47 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Roden the Drem Archmage level 22
34th Dearth 122nd year of Ascendancy at 03:04 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Roden the Drem Archmage level 50
6th Gold 124th year of Ascendancy at 02:41 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Roden the Drem Archmage level 42
17th Wealth 123rd year of Ascendancy at 09:22 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Roden the Drem Archmage level 32
26th Stralite 123rd year of Ascendancy at 20:54 see stats
Entropy's End (Insane (Roguelike) difficulty)
Destroyed the Hypostasis of Entropy.By Roden the Drem Archmage level 50
29th Profit 124th year of Ascendancy at 01:28 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Roden the Drem Archmage level 50
14th Profit 124th year of Ascendancy at 17:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Roden the Drem Archmage level 23
13rd Loss 122nd year of Ascendancy at 00:43 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Roden the Drem Archmage level 34
28th Voratun 123rd year of Ascendancy at 20:16 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Roden the Drem Archmage level 30
4th Stralite 123rd year of Ascendancy at 19:39 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Roden the Drem Archmage level 50
9th Voratun 124th year of Ascendancy at 21:03 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Roden the Drem Archmage level 50
6th Gold 124th year of Ascendancy at 05:04 see stats
Got eggs? (Insane (Roguelike) difficulty)
Finish the Pikataclysm event.By Roden the Drem Archmage level 33
9th Voratun 123rd year of Ascendancy at 08:13 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Roden the Drem Archmage level 40
13rd Wealth 123rd year of Ascendancy at 15:44 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Roden the Drem Archmage level 48
5th Loss 123rd year of Ascendancy at 02:15 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Roden the Drem Archmage level 45
2nd Dearth 123rd year of Ascendancy at 10:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Roden the Drem Archmage level 10
28th Voratun 122nd year of Ascendancy at 21:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Roden the Drem Archmage level 20
13rd Dearth 122nd year of Ascendancy at 21:22 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Roden the Drem Archmage level 30
4th Stralite 123rd year of Ascendancy at 15:40 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Roden the Drem Archmage level 40
31st Profit 123rd year of Ascendancy at 02:43 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Roden the Drem Archmage level 50
14th Loss 123rd year of Ascendancy at 06:45 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Roden the Drem Archmage level 50
8th Voratun 124th year of Ascendancy at 15:38 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Roden the Drem Archmage level 50
3rd Stralite 124th year of Ascendancy at 02:01 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Roden the Drem Archmage level 25
7th Shortage 122nd year of Ascendancy at 10:37 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Roden the Drem Archmage level 50
19th Steel 124th year of Ascendancy at 17:47 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Roden the Drem Archmage level 37
24th Profit 123rd year of Ascendancy at 00:24 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Roden the Drem Archmage level 20
15th Dearth 122nd year of Ascendancy at 04:32 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Roden the Drem Archmage level 42
17th Wealth 123rd year of Ascendancy at 12:27 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Roden the Drem Archmage level 50
14th Profit 124th year of Ascendancy at 17:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Roden the Drem Archmage level 10
28th Voratun 122nd year of Ascendancy at 21:03 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Roden the Drem Archmage level 50
8th Voratun 124th year of Ascendancy at 01:38 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Roden the Drem Archmage level 29
44th Steel 123rd year of Ascendancy at 00:42 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Roden the Drem Archmage level 50
14th Profit 124th year of Ascendancy at 17:39 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Roden the Drem Archmage level 43
17th Wealth 123rd year of Ascendancy at 19:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Roden the Drem Archmage level 14
15th Wealth 122nd year of Ascendancy at 12:58 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Roden the Drem Archmage level 46
18th Dearth 123rd year of Ascendancy at 13:55 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Roden the Drem Archmage level 22
17th Dearth 122nd year of Ascendancy at 20:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Roden the Drem Archmage level 16
25th Wealth 122nd year of Ascendancy at 15:31 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Roden the Drem Archmage level 39
31st Profit 123rd year of Ascendancy at 02:43 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Roden the Drem Archmage level 50
28th Voratun 124th year of Ascendancy at 19:51 see stats
Log
Roden casts Reality Breach.
Roden's spell attains critical power!
Personal New Achievement: Entropy's End (Insane (Roguelike) difficulty)!
Roden casts Lightning.
Roden's spell attains critical power!
Mirror Image (Roden) casts Lightning.
Galen's Flowing Robe activates and resets Roden's Aether Avatar cooldown!
Mirror Image (Roden) slows down.
Arcane amplification drone slows down.
Roden annihilates 'Hypostasis of Entropy's Netherblast'!
Mirror Image (Roden) casts Reality Breach.
Mirror Image (Roden) hits Arcane amplification drone for 0 arcane, 0 temporal (0 total damage).
Arcane amplification drone hits Mirror Image (Roden) for 0 arcane, 0 arcane, 0 arcane (0 total damage).
Arcane amplification drone hits Hypostasis of Entropy for 3546 arcane, 3297 arcane, 152 arcane (6995 total damage).
Roden hits Mirror Image (Roden) for 1 arcane, 0 arcane, 0 temporal (1 total damage).
Roden hits Arcane amplification drone for 0 arcane, 0 arcane, 0 temporal (0 total damage).
Roden hits Hypostasis of Entropy for 2430 arcane damage.
Roden killed Hypostasis of Entropy!
The fabric of space around Roden stabilizes to normal.
Roden's spell attains critical power!
Roden teleports some damage to Hypostasis of Entropy!
Thunderstorm hits Arcane amplification drone for 0 arcane, 0 lightning (0 total damage).
Entropic Gift from Hypostasis of Entropy hits Mirror Image (Roden) for 0 temporal, 0 darkness (0 total damage).
Total Collapse from Hypostasis of Entropy hits Hypostasis of Entropy for 10 teleported, 10 teleported (20 total damage).
Total Collapse from Hypostasis of Entropy hits Roden for (10 teleported), 0 temporal, (10 teleported), 0 darkness (0 total damage).
Arcane amplification drone hits Mirror Image (Roden) for 0 arcane, 0 arcane (0 total damage).
The furious lightning storm around Roden calms down and disappears.
Galen's Flowing Robe activates and resets Roden's Spellcraft cooldown!







































































































































































































