










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 | Nightmare Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 50 / 4787% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 12 on the 23rd Dusk 122nd year of Ascendancy at 20:17 3 / 4Killed by elven corruptor at level 29 on the 50th Regrowth 123rd year of Ascendancy at 09:18 Killed by Emynne the patchwork troll at level 37 on the 23rd Dusk 123rd year of Ascendancy at 16:01 Killed by Atamathon the Giant Golem at level 50 on the 76th Regrowth 124th year of Ascendancy at 19:08 |
Primary Stats
| Strength | 33 (base 15) |
| Dexterity | 33 (base 13) |
| Constitution | 65 (base 55) |
| Magic | 154 (base 60) |
| Willpower | 95 (base 63) |
| Cunning | 73 (base 42) |
Resources
| Life | 860/860 |
| Mana | 645/645 |
| Steam | 80/100 |
| Healing Factor | 1.7541355335885 |
| Regeneration | 0.43853388339713 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +46.20512205326% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 16 |
| Infravision | 9 |
| See Stealth | 62.376599022196 |
| See Invisible | 104.95233289856 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 56 |
| Crit Chance | 36% |
| APR | 97 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 108 |
| Crit Chance | 96% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +32% |
| Arcane | +150% |
| Cold | +134% |
| All | +23% |
| Physical | +84% |
| Darkness | +66% |
| Light | +43% |
| Temporal | +60% |
| Lightning | +208% |
| Mind | +35% |
| Fire | +134% |
| Nature | +32% |
Offense: Damage Penetration
| Lightning | +133% |
| Fire | +68% |
| Temporal | +95% |
| Darkness | +56% |
| Arcane | +78% |
| Cold | +68% |
| All | +38% |
Defense: Base
| Armour (hardiness) | 37 (44.574340358689%) |
| Defense | 74 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 71 |
| Mental Save | 54 |
Defense: Resistances
| Fire | + 47%( 70%) |
| Lightning | + 47%( 70%) |
| Nature | + 51%( 70%) |
| Temporal | + 56%( 70%) |
| Darkness | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 51%( 70%) |
| All | + 34%( 70%) |
Defense: Immunities
| Silence Resistance | 80% |
| Disarm Resistance | 100% |
| Knockback Resistance | 0% |
| Confusion Resistance | 20% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1593 damage for 9 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 5 turns and blocking 184 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 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 1994% for 10 turns (1595 total) and instantly restoring 100 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 931% 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 Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 / Storm | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Aether Permeation |
| talent | Thunderstorm |
| talent | Spellcraft |
| talent | Tempest |
| talent | Phantasmal Shield |
| talent | Disruption Shield |
| talent | Feather Wind |
| talent | Shielding |
| talent | Arcane Power |
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 gave the Orb of Many Ways to Tannen to study while you 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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Zubegamina the mountain troll. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Silisevea. Escort: worried loremaster (level 2 of Dreadfell) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 264. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within15 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 | Balancemaim (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Cun +5, Wil +4 offense ------ Damage +9% nature, +15% lightning Ignore resists +18% darkness, +17% temporal defense ------ Armor +5 Fatigue +4% Resistance +26% darkness, +23% temporal Physical save +8 (+4 eff.) Spell save +14 (+4 eff.) Mind save +27 (+8 eff.) Out-of-Phase Defense +25 Out-of-Phase Resistance +17% Out-of-Phase Resilience +25% other ------- Stamina/turn +1.30 Max stamina +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Goriladil' 0.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats Mag +10 offense ------ Physical Crit +2.0% Mind Crit +12% Physical Power +5 (+2 eff.) Spellpower +17 (+3 eff.) Mindpower +11 (+3 eff.) Damage +20% light Ignore resists +13% all Ignore Armor +15 defense ------ Armor +6 Mind save +26 (+8 eff.) Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +14 Infravision +3 See Stealth +34 See Invisibility +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Malslek the Accursed's Hat (2 def, 0 armour) 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+1 eff.) Mindpower +15 (+4 eff.) On-Hit 30% gloom effects Damage +10% darkness, +10% physical defense ------ Defense +2 (+0 eff.) Resistance +20% fire Mind save -10 (-3 eff.) Healmod -10% Silence Resist +50% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
| Tool | elven-wood totem of stinging 'Glorebrema' [power 434] (15 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Critical power +15.00% Accuracy +30 (+10 eff.) Ignore Armor +6 defense ------ Resistance +5% arcane Crit Resistance 15.00% Spell save +18 (+5 eff.) Confus Resist +20% Sting an enemy dealing 573 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | 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: 6.4 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 858.48 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. |
| On fingers | voratun Prothotipe's Prismatic Eye ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Mag +16, Wil +5, Con +5 offense ------ Spell Crit +3% Spellpower +12 (+2 eff.) Damage +10% lightning, +18% darkness +9% blight, +10% fire +10% cold Ignore resists +15% temporal Ignore Shields +30% Accuracy +16 (+6 eff.) Ignore Armor +16 defense ------ Defense +11 (+3 eff.) Resistance +36% darkness other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 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! |
| Around waist | hardened leather belt 'Galeroar' 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +27% lightning, +12% mind Ignore resists +15% lightning, +25% temporal When Hit 4 mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +19% lightning, +10% temporal other ------- Stamina/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (172% power, 60 apr, fire element) 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats Mag +10, Wil +10 offense ------ Spell Crit +15% Spellpower +48 (+8 eff.) Damage +60% lightning, +60% fire +60% arcane, +60% cold Ignore resists +30% lightning, +30% fire +30% arcane, +30% cold other ------- Mana/turn +5.00 Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. On Spell Hit: 25% Lightning level 5 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 93/200 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." |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats Str +6, Mag +6 offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Disarm Resist +100% other ------- Talents +5 Iron Grip 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. |
| Main armor | Galen's Flowing Robe (0 def, 20 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats Mag +7, Wil +7, Cun +7 offense ------ Spell Crit +12% Spellpower +35 (+6 eff.) Damage +37% lightning, +37% temporal +37% cold, +37% fire +37% arcane, +37% physical When Hit 50 physical defense ------ Armor +20 Fatigue +1% Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
| Cloak | Ethereal Embrace (10 def, 0 armour) 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats Mag +8 offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane, +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane, +25% cold +12% darkness, +25% nature 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: 3.0 Power cost 28 out of 28/28. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 467.99 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. |
| Around neck | Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats Cun +8, Dex +8 offense ------ Physical Power +12 (+5 eff.) Spellpower +16 (+2 eff.) Move Speed +15% Damage +20% lightning, +9% all When Hit 34 darkness defense ------ Damage Avoidance +8% Affinity +20% lightning Healmod +50% Stun Resist +60% other ------- Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 133% / cooldown 61%)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 133% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 138.61 physical damage and 198.88 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 385; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 385 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 351; 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 instantly heal yourself for 351 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -747; dur 6; cd 31)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -747 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 747 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -960; dur 7; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -960 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 960 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -966; dur 8; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -966 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 966 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Phial of the Ultimate Bearness0.4 Encumbrance potion [Unique] Unknown Quaff phial's content. Impawssible?! |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 14 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1670 damage for 7 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 (530.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 848.00 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. |
biting gale rune of the wizard (damage 872; dur 4; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 872.35 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. |
blink rune of the wizard (range 9; phase 28; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. 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. |
blink rune of the wizard (range 10; phase 30; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 7 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. 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 wizard (absorb 416; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 5 turns and blocking 416 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 wizard (absorb 390; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 5 turns and blocking 390 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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: 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. |
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. |
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: 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. |
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. |
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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Lavaoozer0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats Con +11 offense ------ On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Resistance +6% lightning, +19% light +9% fire, +5% arcane +27% darkness Physical save +17 (+8 eff.) Life +49.00 Life Regen +5.00 Blind Resist +35% Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Cun +2 Amulets make your neck look great! |
copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats Mag +1 offense ------ Spellpower/crit +3 other ------- Mana/turn +0.12 Max mana +22.00 Amulets make your neck look great! |
stralite amulet 'Coalterror'0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats Wil +14 offense ------ On-Hit (Melee): * 22% chance to reduce damage dealt by 28% defense ------ Resistance +23% temporal, +9% nature +22% darkness Silence Resist +22% Pinning Resist +44% Knockbk Resist +37% Amulets make your neck look great! |
wanderer's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats Dex +4, Mag +2, Cun +5, Con +4 offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Mana/turn +0.10 Max mana +26.00 Amulets make your neck look great! |
wanderer's stralite amulet of manastreaming0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats Dex +4, Mag +1, Cun +5, Con +4 offense ------ Spellpower/crit +2 Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.80 Mana/turn +0.15 Max mana +32.00 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. |
Blastwill the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Mag +7, Wil +9, Con +5 offense ------ Spell Crit +3% Spellpower +9 (+1 eff.) Damage +12% arcane Ignore resists +25% blight defense ------ Resistance +12% lightning Spell save +17 (+4 eff.) Life Regen +9.00 Stun Resist +50% other ------- Max stamina +40.00 Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
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 203.91 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. |
Layira0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: defense ------ Armor +12 Defense +34 (+8 eff.) Resistance +12% light, +15% acid Crit Resistance 16.90% Unlife -90.16 life Life +69.00 Life Regen +11.00 Healmod +18% Stun Resist +23% other ------- Max psi +40.00 Rings make your fingers look great! |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats Lck +10 defense ------ Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Physical Power +18 (+7 eff.) Spellpower +15 (+2 eff.) Mindpower +21 (+5 eff.) Damage +13% nature, +6% all Ignore resists +10% fire When Hit 2 fire On-Hit (Melee): * 20% chance to reduce armor by 52% defense ------ Resistance +18% acid, +3% fire +26% nature 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 Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 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. |
conjurer's voratun ring of power0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats Mag +7, Wil +6 offense ------ Physical Power +13 (+6 eff.) Spellpower +22 (+3 eff.) Mindpower +10 (+2 eff.) Rings make your fingers look great! |
copper ring of arcana (+0.12/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +20% other ------- Mana/turn +0.12 Rings make your fingers look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
painweaver's stralite ring of light (+26%)0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: offense ------ Physical Power +13 (+6 eff.) Spellpower +17 (+3 eff.) Mindpower +8 (+2 eff.) Damage +13% light, +6% all defense ------ Resistance +26% light Rings make your fingers look great! |
psionicist's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Wil +2 defense ------ Mind save +4 (+2 eff.) Blind Resist +21% other ------- Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
rogue's steel ring of arcana (+0.12/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Cun +2 defense ------ Defense +4 (+1 eff.) Silence Resist +22% other ------- Mana/turn +0.12 Rings make your fingers look great! |
savage's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats Con +3 defense ------ Spell save +15 (+4 eff.) Life +61.00 Life Regen +18.00 Healmod +12% other ------- Max stamina +21.00 Rings make your fingers look great! |
stralite amber ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Mag +8, Wil +8 offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Physical Power +17 (+7 eff.) Spellpower +20 (+3 eff.) Mindpower +17 (+4 eff.) Move Speed +18% Damage +14% all Accuracy +11 (+4 eff.) defense ------ Armor +2 Defense +13 (+3 eff.) Resistance +3% physical Mind save +12 (+4 eff.) Teleport Resist +20% Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.0 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 23% for 5 turns. Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats Mag +7, Wil +6 offense ------ Spell Crit +2% Spellpower +13 (+2 eff.) Damage +28% light Ignore resists +20% arcane defense ------ Resistance +32% light Mind save +13 (+5 eff.) Confus Resist +40% Stun Resist +30% other ------- Mana/turn +0.08 Vim-on-crit +2.00 Rings make your fingers look great! |
titan's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +3 offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +6 (+3 eff.) Rings make your fingers look great! |
Life Drinker (152% power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 152% Range: 1.0x-1.3x Uses 55% Mag, 35% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats Cun +6, Mag +6 offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight, +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 40 out of 50/50. Range 6 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 28.14 acid and 30.20 blight damage. If not cleared after five turns it will inflict 171.45 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Crystalline Ash vilestaff (118% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane A part of set. Weapon Damage 118% Range: 1.0x-1.2x Uses 80% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Wil +3, Con +3 offense ------ Spell Crit +2% Physical Power +12 (+5 eff.) Spellpower +18 (+3 eff.) Damage +19% lightning, +10% arcane other ------- Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
Silitira the dragonbone magestaff (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Wil +1 offense ------ Physical Crit +8.0% Spell Crit +23% Critical power +18.00% Physical Power +12 (+5 eff.) Spellpower +24 (+4 eff.) Spellpower/crit +10 Damage +30% lightning Accuracy +12 (+4 eff.) defense ------ Armor +10 Hardiness +12% Physical save +9 (+4 eff.) other ------- Vim-on-crit +2.00 Max mana +100.00 Max vim +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
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 Mag +4 offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid, +20% cold defense ------ Mind save +8 (+3 eff.) Confus Resist +20% other ------- Mana/turn +5.00 Max mana +50.00 On Spell Hit: 25% Lightning level 5 The bottom part of Telos' broken staff. |
dragonbone starstaff 'Xaniwe' (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +50.00% Spellpower +30 (+5 eff.) On-Hit 23 fire Damage +30% lightning defense ------ Defense +15 (+4 eff.) Resistance +6% cold, +3% fire Unlife -40.00 life Cut Resist +20% other ------- Vim-on-crit +4.00 Max vim +34.00 See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Branakor the Blackterror1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Cun +10, Wil +4 offense ------ Damage +18% lightning, +3% darkness Against +20% Summoned defense ------ Resistance +6% darkness Resist Against +20% Summoned A belt that goes around your waist. |
Bethada the Sootsting (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: offense ------ Damage +30% lightning, +6% darkness When Hit 0 physical defense ------ Resistance +45% lightning, +15% blight +15% fire, +6% acid, +15% all Crit Resistance 15.00% Spell save +6 (+2 eff.) Unlife -40.00 life Confus Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +10, Wil +8, Cun +6 offense ------ Spellpower +20 (+3 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning When Hit 0 physical defense ------ Defense +15 (+4 eff.) Resistance +20% lightning, +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Tularegomas (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats Wil +4, Mag +6 offense ------ Spell Crit +7% Spellpower +10 (+1 eff.) Spellpower/crit +6 Damage +16% arcane Ignore resists +15% arcane defense ------ Armor +3 Life Regen +6.00 other ------- Stamina/turn +1.80 Mana/turn +0.29 Max stamina +24.00 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. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats Cun +20 offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+7 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Grinirig the Festerblur (12 def, 4 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Str +5 offense ------ Critical power +20.00% Damage +16% lightning, +18% nature defense ------ Armor +4 Defense +12 (+3 eff.) Resistance +24% lightning Unlife -40.00 life other ------- Max stamina +20.00 A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+0 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1442 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. |
7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
15 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. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of quickening (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats Str +2 other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +3 defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
shattering voratun pickaxe (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats Str +3 offense ------ Ignore resists +22% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 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. |
15 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
19 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Airreeve1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +6% lightning, +6% mind +9% light Ignore resists +20% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +3% mind Life +55.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
DĂșathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats Mag +5 offense ------ Physical Power +7 (+3 eff.) On-Hit 20 darkness Damage +0% light defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4, Lck -5 offense ------ Physical Power +12 (+5 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: 7 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 5, doing 138.59 cold damage and 108.98 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 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. |
Glyda the Sunfiend1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats Wil +4, Cun +4, Con +12 defense ------ Mind save +10 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +6 Infravision +2 See Stealth +15 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Samuran the Hailrend2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Mag +4, Wil +1, Con +1 offense ------ Ignore resists +10% cold defense ------ Resistance +3% cold Life +45.00 other ------- Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
alchemist's lamp 'Nerovena'1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats Con +10 offense ------ Spell Crit +5% Critical power +10.00% Spellpower +5 (+1 eff.) Accuracy +20 (+7 eff.) When Hit 6 blight, 10 physical defense ------ Armor +6 Resistance +10% blight, +10% darkness other ------- Light +4 Infravision +5 See Invisibility +7 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 34 blight damage or heals 39 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. |
bright brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +5 (+2 eff.) other ------- Light +5 See Stealth +6 See Invisibility +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 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 Cun +6 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 Mag +6 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 Str +6 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 Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 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. |
69 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. |
35 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. |
33 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. |
6 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. |
14 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 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 1077.12 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. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats Cun +8 offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Branadil the elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats Dex +3 offense ------ Critical power +10.00% Accuracy +5 (+2 eff.) defense ------ Armor +2 Defense +5 (+1 eff.) Resistance +1% physical Sting an enemy dealing 153 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to heal for 35. Natural totems are made by powerful wilders to store nature power. |
12 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. |
Borosadig the Sparkstalker [power 100] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats Dex +4, Mag +6, Wil +3 offense ------ When Hit 2 light defense ------ Resistance +6% lightning Fire a magical bolt dealing 234 cold damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Shimmerwalker [power 12] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +25% lightning defense ------ Resistance +5% physical Spell save +12 (+3 eff.) Healmod +15% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 Reveal the area around you, dispelling darkness (radius 12, power 105 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Poriwe' [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats Cun +2, Mag +3 offense ------ Damage +6% mind other ------- Infravision +3 Create a shield absorbing up to 223 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. 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 Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5, Lck +10 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. |
39 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
29 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
37 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. |
14 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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. |
12 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Silisevea the Higher Archmage level 35
51st Pyre 123rd year of Ascendancy at 06:59 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Silisevea the Higher Archmage level 50
37th Pyre 124th year of Ascendancy at 05:22 see stats
A living one! (Nightmare (Adventure) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Silisevea the Higher Archmage level 50
35th Haze 124th year of Ascendancy at 16:09 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Silisevea the Higher Archmage level 35
49th Pyre 123rd year of Ascendancy at 02:21 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Silisevea the Higher Archmage level 29
50th Regrowth 123rd year of Ascendancy at 16:11 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Silisevea the Higher Archmage level 40
38th Dusk 123rd year of Ascendancy at 14:07 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Silisevea the Higher Archmage level 41
4th Haze 123rd year of Ascendancy at 13:27 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Silisevea the Higher Archmage level 50
2nd Decay 124th year of Ascendancy at 09:01 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Silisevea the Higher Archmage level 50
6th Flare 124th year of Ascendancy at 19:24 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Silisevea the Higher Archmage level 39
29th Dusk 123rd year of Ascendancy at 04:57 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Silisevea the Higher Archmage level 50
69th Haze 124th year of Ascendancy at 09:37 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Silisevea the Higher Archmage level 50
61st Dusk 124th year of Ascendancy at 02:45 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Silisevea the Higher Archmage level 48
57th Haze 123rd year of Ascendancy at 15:53 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Silisevea the Higher Archmage level 10
8th Dusk 122nd year of Ascendancy at 14:57 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Silisevea the Higher Archmage level 44
16th Haze 123rd year of Ascendancy at 03:27 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Silisevea the Higher Archmage level 38
25th Dusk 123rd year of Ascendancy at 22:01 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Silisevea the Higher Archmage level 50
53rd Dusk 124th year of Ascendancy at 17:09 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Silisevea the Higher Archmage level 43
4th Haze 123rd year of Ascendancy at 21:10 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Silisevea the Higher Archmage level 22
8th Regrowth 123rd year of Ascendancy at 11:22 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Silisevea the Higher Archmage level 50
78th Haze 124th year of Ascendancy at 10:46 see stats
Explorer (Nightmare (Adventure) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Silisevea the Higher Archmage level 50
20th Haze 124th year of Ascendancy at 21:29 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Silisevea the Higher Archmage level 21
6th Allure 123rd year of Ascendancy at 02:50 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Silisevea the Higher Archmage level 36
59th Pyre 123rd year of Ascendancy at 03:46 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Silisevea the Higher Archmage level 23
20th Regrowth 123rd year of Ascendancy at 19:20 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Silisevea the Higher Archmage level 50
68th Haze 124th year of Ascendancy at 13:20 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Silisevea the Higher Archmage level 44
16th Haze 123rd year of Ascendancy at 15:45 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Silisevea the Higher Archmage level 50
14th Dusk 124th year of Ascendancy at 09:46 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Silisevea the Higher Archmage level 29
58th Regrowth 123rd year of Ascendancy at 23:25 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Silisevea the Higher Archmage level 43
4th Haze 123rd year of Ascendancy at 17:01 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Silisevea the Higher Archmage level 30
2nd Pyre 123rd year of Ascendancy at 08:29 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Silisevea the Higher Archmage level 10
8th Dusk 122nd year of Ascendancy at 14:55 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Silisevea the Higher Archmage level 20
8th Decay 122nd year of Ascendancy at 08:56 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Silisevea the Higher Archmage level 30
80th Regrowth 123rd year of Ascendancy at 20:22 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Silisevea the Higher Archmage level 40
36th Dusk 123rd year of Ascendancy at 18:07 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Silisevea the Higher Archmage level 50
8th Decay 123rd year of Ascendancy at 08:43 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Silisevea the Higher Archmage level 50
1st Summertide 124th year of Ascendancy at 21:17 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Silisevea the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 11:08 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Silisevea the Higher Archmage level 50
27th Dusk 124th year of Ascendancy at 09:26 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Silisevea the Higher Archmage level 47
51st Haze 123rd year of Ascendancy at 10:14 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Silisevea the Higher Archmage level 36
1st Dusk 123rd year of Ascendancy at 07:40 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Silisevea the Higher Archmage level 27
33rd Regrowth 123rd year of Ascendancy at 20:01 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Silisevea the Higher Archmage level 31
41st Pyre 123rd year of Ascendancy at 06:09 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Silisevea the Higher Archmage level 17
1st Decay 122nd year of Ascendancy at 00:25 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Silisevea the Higher Archmage level 39
26th Dusk 123rd year of Ascendancy at 00:06 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Silisevea the Higher Archmage level 50
78th Haze 124th year of Ascendancy at 10:42 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Silisevea the Higher Archmage level 50
37th Pyre 124th year of Ascendancy at 05:22 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Silisevea the Higher Archmage level 9
4th Flare 122nd year of Ascendancy at 17:12 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Silisevea the Higher Archmage level 50
37th Pyre 124th year of Ascendancy at 05:22 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Silisevea the Higher Archmage level 21
2nd Regrowth 123rd year of Ascendancy at 20:35 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Silisevea the Higher Archmage level 50
78th Haze 124th year of Ascendancy at 10:46 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Silisevea the Higher Archmage level 50
14th Dusk 124th year of Ascendancy at 00:23 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Silisevea the Higher Archmage level 50
13rd Regrowth 124th year of Ascendancy at 21:14 see stats
They Came From Outer Space! (Nightmare (Adventure) difficulty)
Discovered the true origin of dwarves and drems.By Silisevea the Higher Archmage level 50
37th Pyre 124th year of Ascendancy at 05:22 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Silisevea the Higher Archmage level 26
33rd Regrowth 123rd year of Ascendancy at 14:47 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Silisevea the Higher Archmage level 19
6th Decay 122nd year of Ascendancy at 21:39 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Silisevea the Higher Archmage level 34
47th Pyre 123rd year of Ascendancy at 22:40 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Silisevea the Higher Archmage level 50
52nd Haze 124th year of Ascendancy at 04:31 see stats
Log
Lore found: seventh mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: eighth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: ninth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Talent Track is ready to use.
Silisevea uses Track.
Ran for 13 turns (stop reason: interesting character).
Talent Track is ready to use.
Silisevea uses Track.
Lore found: first mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Talent Track is ready to use.
Silisevea uses Track.
Lore found: fifth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
You don't see how to get there...
The furious lightning storm around Silisevea calms down and disappears.














































































































































































