















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.7.6Donators/Buyers bonus! Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 2397% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 38 (base 7) |
| Dexterity | 69 (base 34) |
| Constitution | 21 (base 13) |
| Magic | 122 (base 64) |
| Willpower | 97 (base 62) |
| Cunning | 106 (base 60) |
Resources
| Life | 996/996 |
| Mana | 348/375 |
| Steam | 132/132 |
| Healing Factor | 1.424804467222 |
| Regeneration | 41.675530666244 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +58.77923725935% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 10.160696125856 |
| Infravision | 5 |
| See Stealth | 18.097919061013 |
| See Invisible | 51.062827252468 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 52 |
| Crit Chance | 69% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 61 |
| Crit Chance | 70% |
| APR | 58 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 103 |
| Crit Chance | 89% |
| Speed | 1 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +24% |
| Arcane | +70% |
| Mind | +22% |
| All | +15% |
| Lightning | +179% |
| Temporal | +62% |
| Physical | +52% |
| Cold | +52% |
| Fire | +52% |
| Nature | +27% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +10% |
| Darkness | +15% |
| Physical | +34% |
| Lightning | +89% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 70.346230951674 (54.823135475018%) |
| Defense | 65 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 67 |
| Mental Save | 82 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 50%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 72%( 75%) |
| Mind | + 46%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Teleport Resistance | 27% |
| Confusion Resistance | 10% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1279 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 168 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 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 1261% for 10 turns (946 total) and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Galvanic technomancy | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 |
| 3/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Hurricane |
| talent | Chant of Fortitude |
| talent | Arcane Power |
| talent | Keen Senses |
| talent | Defensive Posture |
| talent | Feather Wind |
| talent | Thunderstorm |
| talent | Spellcraft |
| talent | Tempest |
| talent | Phantasmal Shield |
| talent | Disruption Shield |
| talent | Premonition |
| talent | Shielding |
| talent | Galvanic Arcing |
| beneficial effect | Rods available: Galvanic Rods- Rod (1): available - Rod (2): available - Rod (3): available |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+25). Continuum Destabilization |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 failed to protect the lone alchemist from death by Txeru. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
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 defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 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 Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Txeru. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 513. | 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. 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. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Grinuromimavon the Skyhash (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +9% blight +12% lightning Res.pen +20% lightning +5% acid Apr +13 Melee Ret 6 arcane 6 acid On Hit (Melee): * 20% chance to reduce armor by 51% ----- def ----- Armour +5 Fatigue -6% Resists +6% lightning +15% fire +15% cold Max.HP +60.00 ---------- misc Stam/turn +0.70 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Airoozer2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind +27% lightning Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Resists +5% arcane +9% lightning ---------- misc Light +3 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. |
| On head | Gerin the Glaresmasher (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane/Nature While equipped: Stats +6 Mag +13 Cun +2 Con dps ---------- Dmg.mod +32% lightning Res.pen +10% light ----- def ----- Defense +3 (+1 eff.) Resists +47% lightning Spell.save +9 (+2 eff.) Mind.save +15 (+3 eff.) ---------- misc Light +2 Infravis +1 A pointy cloth hat, very wizardly... |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | dwarven-steel pickaxe 'Glowbreacher' (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +4% Crit.mult +35.00% Phys.pwr +8 (+2 eff.) Dmg.mod +18% arcane Apr +7 Melee Ret 6 light ----- def ----- Resists +5% arcane +9% light Mind.save +15 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Mogas0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Str +18 Mag +6 Wil +7 Cun dps ---------- Spell.pwr +27 (+4 eff.) ----- def ----- Armour +14 Crit.chn- 5.00% ---------- misc Light +3 Infravis +3 See.Invis +9 Rings make your fingers look great! |
| On fingers | voratun Windborne Azurite ring0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Dex +8 Cun +1 Con dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Ignore.dmg +8% Affinity +20% lightning Spell.save +16 (+4 eff.) Max.HP +71.00 HP.reg +14.00 Heal.mod +13% ---------- misc Max.stam +22.00 Rings make your fingers look great! |
| Around neck | Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 2.5 Pwr.cost 50 out of 77/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
| In main hand | elven-wood vilestaff 'Coalwill' (25-30 power, 5 apr, lightning element) 5.0 T4 staff 1H weapon [Random Unique] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +26% Crit.mult +32.00% Phys.pwr +9 (+3 eff.) Spell.pwr +20 (+3 eff.) Dmg.mod +25% lightning Res.pen +15% darkness Acc +13 (+4 eff.) Melee Ret 2 darkness ----- def ----- Resists +5% arcane +6% cold Spell.save +12 (+3 eff.) ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | drakeskin leather belt 'Greensever' 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +9 Dex dps ---------- Phys.crit +8.0% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +12% nature Res.pen +34% physical ----- def ----- Fatigue -20% Mind.save +15 (+3 eff.) HP.reg +4.00 Disease- +27% Disarm- +27% Pinning- +27% Teleport- +27% ---------- misc Max.enc +50 A belt that goes around your waist. |
| In off hand | Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+5 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
| Cloak | Flashstreaker the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Crit.mult +30.00% Res.pen +20% lightning Acc +14 (+5 eff.) Apr +12 Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 51% ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +36% temporal +13% darkness +18% blight +19% nature +51% lightning Stealth +14 HP.reg +11.00 Heal.mod +20% Stun/Frz- +50% Def/telep +50 Res/telep +35% Dur/telep +47% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+6 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Talents +5 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
steam generator implant of the warrior (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.1 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous 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 116.33 physical damage and 194.39 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. |
movement infusion of the duelist (speed 607%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 607% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 899%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 899% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 37%; magical, physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 24%; mental, physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 26%; mental, physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 7; phase 27; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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 psychic (range 9; phase 31; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 7 Travel.spd instantaneous 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 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 8; phase 26; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 8; phase 33; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 33%, your defense is increased by 33 and all your resistances by 33%. 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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 150; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 150 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 551; dur 7; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 551 damage for 7 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 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: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 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: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 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: Fatal Attractor0.1 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: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 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: Flash Powder0.1 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: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 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: Silver Filigree0.1 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: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 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: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 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: Water Salve0.1 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Freezeterror0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning +12% cold +18% light Res.pen +15% lightning +15% cold ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +18% cold Res.Cap +4% all Phys.save +14 (+7 eff.) Amulets make your neck look great! |
Stokesweep0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +5% fire ----- def ----- Fatigue -4% Resists +11% lightning +9% blight +13% fire +6% acid +11% cold HP.reg +2.00 Stun/Frz- +23% Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
savior's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +4 ----- def ----- Phys.save +12 (+6 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
starlit steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% light +10% darkness Blind- +22% Amulets make your neck look great! |
steel amulet 'Aironslaught'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning +6% cold Melee Ret 6 mind ----- def ----- Resists +21% lightning +13% fire +17% cold Amulets make your neck look great! |
steel amulet 'Salath' =6 con=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +4 Cun +6 Con ----- def ----- Resists +12% mind Crit.chn- 15.00% ---------- misc Light +2 Amulets make your neck look great! |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
gold amulet 'Ulilen'0.1 T3 amulet jewelry [Random Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +17 (+3 eff.) Dmg.mod +6% lightning +6% temporal +6% darkness +10% fire +6% acid +6% physical +9% blight +6% cold +7% light ----- def ----- Resists +9% nature +5% arcane Mind.save +9 (+1 eff.) Max.HP +40.00 ---------- misc Max.stam +20.00 Amulets make your neck look great! |
Hathedor the Tempestwire0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% lightning On Hit (Melee): * 21% chance to reduce armor by 51% ----- def ----- Resists +24% cold Crit.chn- 15.00% Disease- +21% Stun/Frz- +21% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Masteries +0.33 Spell/Meta Amulets make your neck look great! |
Orb of Many Ways1.0 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. |
Adikira the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% temporal ----- def ----- Resists +22% lightning +5% arcane Die.at -20.00 life Cut- +20% Teleport- +10% Rings make your fingers look great! |
Relgeledin the Shineminister0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning +3% light ---------- misc Max.hate +2.00 Max.psi +10.00 Light +1 See.Invis +12 Rings make your fingers look great! |
warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Cyrowe0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +38 (+6 eff.) Mind.pwr +9 (+2 eff.) Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 Rings make your fingers look great! |
Isosemina the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +10 (+2 eff.) Dmg.mod +6% arcane +12% blight Phasing +30% ----- def ----- HP.reg +2.00 Stun/Frz- +27% ---------- misc Psi/ret +0.16 Max.mana +40.00 Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
wizard's steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Spell.save +4 (+1 eff.) Rings make your fingers look great! |
Xygath0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Resists +45% lightning +15% cold Mind.save +9 (+1 eff.) ---------- misc Hate/m.crit +5.00 Rings make your fingers look great! |
solipsist's gold ring of fire (+26%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +13% fire ----- def ----- Resists +26% fire Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -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. |
stralite ring 'Flashpassion'0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Cun +12 Mag dps ---------- Spell.pwr +20 (+3 eff.) Melee Ret 6 darkness 6 lightning ----- def ----- Resists +12% lightning HP.reg +6.00 Stun/Frz- +40% Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Torchdredge0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +13% lightning +15% fire +6% light Res.pen +10% light ----- def ----- Resists +13% blight +15% fire +6% nature +26% lightning HP.reg +9.00 Poison- +17% Disease- +22% Stun/Frz- +41% Rings make your fingers look great! |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 7.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 590.30 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. |
treant's voratun ring of the mountain (+15%)0.1 T5 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +20% physical ----- def ----- Resists +15% blight +20% physical +12% nature Poison- +22% Disease- +26% Rings make your fingers look great! |
voratun ring 'Blazepassion'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +5 Mag +10 Con dps ---------- Phys.pwr +13 (+4 eff.) Dmg.mod +6% lightning Melee Ret 4 arcane ----- def ----- Fatigue -9% Crit.chn- 17.75% Max.HP +97.00 HP.reg +27.00 Heal.mod +17% Stun/Frz- +50% ---------- misc Max.enc +38 Mana/s.crit +1.00 Vim/s.crit +2.37 Rings make your fingers look great! |
Arcswift the elm magestaff (10-12 power, 2 apr, lightning element) =10 pen=5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +25% lightning +3% mind Res.pen +10% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Defense +6 (+2 eff.) Resists +6% lightning ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 4.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 293.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Duathelborn the ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +23.00% Spell.pwr +6 (+1 eff.) Dmg.mod +6% acid +9% darkness +15% lightning Res.pen +5% darkness ----- def ----- Defense +5 (+2 eff.) Resists +3% acid ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 4.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 293.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 46/200 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." |
Ce'Nywyn the dragonbone starstaff (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +36% temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Defense +10 (+3 eff.) Resists +15% temporal +15% darkness +9% mind Anom.red +5 Def/telep +17 Res/telep +9% Dur/telep +17% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 4.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 293.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of greater warding (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +22 (+4 eff.) Melee+ 27 fire Dmg.mod +30% lightning ----- def ----- Armour +8 Defense +11 (+3 eff.) ---------- misc See.Invis +10 Wards +3 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Pitchire (41-57 power, 5 apr) =13 con=3.0 T4 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 mind On Hit: * 20% chance to reduce damage dealt by 29% * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +13 Con +15 Wil dps ---------- Mind.crit +1% Mind.pwr +25 (+6 eff.) Res.pen +10% mind ----- def ----- Resists +6% darkness Max.HP +86.00 Sharp, long, and deadly. |
elemental voratun longsword of massacre (54-75 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 53.5 - 74.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 153 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +22% lightning Sharp, long, and deadly. |
quick voratun mace (46-64 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +25 (+8 eff.) Blunt and deadly. |
voratun waraxe of crippling (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% One-handed war axes. |
warbringer's iron dagger of enduring (10-13 power, 5 apr) =8 con=1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +8 Con +6 Wil dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Max.HP +15.00 Disarm- +10% Sharp, short and deadly. |
thought-forged steel dagger of massacre (20-26 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 mind On Hit: * 13% chance to reduce all saves and defense by 35 While equipped: Stats +3 Cun +2 Wil Sharp, short and deadly. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+2 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 40 out of 50/50. Range 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 32.36 acid and 34.89 blight damage. If not cleared after five turns it will inflict 198.13 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 69% 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. |
quick voratun dagger (40-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +23 (+8 eff.) Sharp, short and deadly. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+3 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Corrosive Breath: Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 198.05 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Boryrim (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +91 Melee+ +16 mind On Hit.r1 +19 fire Uses 1.0 Steam When used to Attack: On Hit.r1 +12 blight While equipped: dps ---------- Phys.crit +10.0% Crit.mult +29.00% Res.pen +10% blight Apr +15 On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +6% mind +21% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming pouch of voratun shots of annihilation (20/20, 67-80 power, 18 apr)3.0 T5 shot ammo [Ego+] Arcane/Master Power 67.0 - 80.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +18 Crit +19.0% Capacity 20 Proj.spd +200% On Hit.r1 +13 fire Shots are used with slings to pummel your foes to death. |
coruscating voratun shield (0 def, 10 armour, 66-80 power, 198.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Arcane When used to Attack: Power 66.5 - 79.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 Melee+ +20 fire While equipped: Stats +5 Str dps ---------- Melee Ret 31 fire ----- def ----- Armour +10 Fatigue +8% Resists +20% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
woollen robe 'Tavon' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +18% lightning +15% blight Apr +3 Melee Ret 10 physical ----- def ----- Resists +27% lightning +9% all Phys.save +6 (+3 eff.) ---------- misc Max.mana +100.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Urthelen' (20 def, 8 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +2 Con dps ---------- Spell.pwr +13 (+2 eff.) S.pwr/crit +5 Dmg.mod +6% temporal Res.pen +25% physical ----- def ----- Armour +8 Defense +20 (+5 eff.) Resists +5% physical +11% all Die.at -40.00 life Silence- +30% ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +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. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
ancient silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Wil +8 Mag dps ---------- Spell.pwr +12 (+2 eff.) S.pwr/crit +5 Dmg.mod +17% temporal +15% physical Res.pen +5% temporal +9% physical ----- def ----- Resists +13% all Anom.red +11 Silence- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Loritar' (0 def, 0 armour) =6 con=2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +8 Mag +7 Wil +6 Con dps ---------- Phys.crit +3.0% Phys.pwr +30 (+10 eff.) Dmg.mod +17% nature +21% lightning ----- def ----- Resists +31% lightning +9% temporal +13% all Poison- +36% Disease- +35% ---------- misc Mana/turn +0.30 Psi/turn +0.30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of corrosion (+10%) (0 def, 0 armour) =6 str=2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +13% lightning +18% physical +21% acid +18% cold ----- def ----- Resists +10% lightning +11% cold +31% acid +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe (8 def, 8 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +30% light ----- def ----- Armour +8 Defense +8 (+2 eff.) Resists +12% darkness +15% light +15% all Max.HP +67.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of the mind (+16%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Psionic While equipped: Stats +10 Cun dps ---------- Crit.mult +20.00% Dmg.mod +16% mind ----- def ----- Resists +16% mind +15% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lustrebliss (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +39.69% Phys.pwr +10 (+3 eff.) Dmg.mod +12% mind Res.pen +25% arcane ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +6% light ---------- misc Mana/s.crit +2.07 Vim/s.crit +2.00 Max.mana +100.00 A suit of armour made of leather. |
impenetrable voratun plate armour of Eyal (0 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Nature/Master While equipped: ----- def ----- Armour +35 Fatigue +22% Max.HP +75.00 HP.reg +11.00 Heal.mod +20% A suit of armour made of metal plates. |
impenetrable voratun plate armour of thunder (0 def, 36 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Arcane/Master While equipped: Stats +9 Str +10 Mag +10 Wil dps ---------- Phys.crit +8.0% Spell.crit +10% Mind.crit +10% Phys.pwr +25 (+8 eff.) Spell.pwr +25 (+4 eff.) Mind.pwr +23 (+5 eff.) ----- def ----- Armour +36 Fatigue +22% Resists +20% lightning A suit of armour made of metal plates. |
radiant voratun plate armour of natural resilience (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Nature/Disrupt While equipped: Stats +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +50% blight +20% nature +28% darkness D.Red.from +14% Unnatural ---------- misc Light +2 A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Airfame1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +25 (+6 eff.) Dmg.mod +6% mind Res.pen +10% lightning +15% arcane ----- def ----- Resists +8% light +8% darkness Mind.save +12 (+2 eff.) ---------- misc Equi/ret +0.08 A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 730, based on Magic) for 11 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
hardened leather belt 'Ce'Nagada'1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +5 Wil +5 Cun dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +5% blight Against +17% Summoned On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Armour +8 Resists +11% blight D.Red.from +26% Summoned Phys.save +8 (+4 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Shockbearer the linen cloak (1 def, 0 armour) =15 pen=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning +20% cold ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Mind.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zolin (1 def, 0 armour) =15 oop, 2 cun=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Dex +2 Cun +1 Con dps ---------- Dmg.mod +6% temporal Res.pen +5% blight ----- def ----- Defense +1 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Chamikalthogar' (1 def, 4 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +25 (+8 eff.) ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +12% temporal +11% darkness +1% physical Def/telep +13 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of conjuring (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +1 Mag +1 Wil dps ---------- Spell.crit +4% Crit.mult +12.00% Spell.pwr +3 (+0 eff.) Dmg.mod +5% arcane Res.pen +5% arcane ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+1 eff.) ---------- misc Max.mana +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dayswift (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +9 Wil dps ---------- Crit.mult +41.00% Dmg.mod +9% mind Acc +11 (+4 eff.) Apr +11 ----- def ----- Defense +2 (+1 eff.) Mind.save +18 (+3 eff.) Stealth +8 ---------- misc Equi/ret +0.08 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Issihir (2 def, 6 armour) =8 con=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Wil +8 Con dps ---------- Crit.mult +20.00% Phys.pwr +30 (+10 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanaselle the Arcvein (0 def, 1 armour) =15 pen=2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +6% lightning Res.pen +5% darkness +15% lightning Melee Ret 4 mind ----- def ----- Armour +1 Resists +6% lightning A pair of boots made of leather. |
Infernooblivion the pair of hardened leather boots (12 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Dex dps ---------- Dmg.mod +15% fire Res.pen +25% arcane +20% fire ----- def ----- Armour +3 Defense +12 (+3 eff.) Resists +5% arcane +18% fire Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
Liseriama the pair of hardened leather boots (28 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Dex dps ---------- Crit.mult +20.00% Phys.pwr +5 (+1 eff.) Spell.pwr +15 (+2 eff.) Dmg.mod +15% mind Res.pen +10% mind Melee Ret 4 physical ----- def ----- Armour +3 Defense +28 (+7 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +20% Confus- +25% Stun/Frz- +30% A pair of boots made of leather. |
Aerelle the Quenchnull (0 def, 5 armour)2.0 T5 feet armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +8% Crit.mult +10.00% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Armour +5 Resists +6% cold +6% temporal Spell.save +6 (+1 eff.) ---------- misc Vim/s.crit +2.04 Max.vim +50.99 Spell.cld 10% A pair of boots made of leather. |
Confus (21 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +19 Dex dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +6% acid Res.pen +15% nature On Hit (Melee): * 24% chance to reduce armor by 51% ----- def ----- Armour +5 Defense +21 (+6 eff.) Resists +6% nature +12% cold Silence- +50% Confus- +50% Stun/Frz- +36% Disengage: Puts all charms on 15 cooldown Level 2.5 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% 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. A pair of boots made of leather. |
Elura (21 def, 14 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +15 Dex +3 Wil +4 Con dps ---------- Spell.pwr +13 (+2 eff.) S.pwr/crit +2 Dmg.mod +9% blight ----- def ----- Armour +14 Defense +21 (+6 eff.) Resists +3% darkness +3% physical Pinning- +24% ---------- misc Mana/turn +0.12 Infravis +3 Rush: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Plap Plaps (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Dex +6 Wil +6 Cun +15 Lck dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Dmg.mod +9% mind +3% darkness Res.pen +20% temporal +42% darkness +13% physical ----- def ----- Armour +5 Resists +6% lightning +29% temporal +26% darkness Phys.save +15 (+8 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+3 eff.) Stealth +15 Def/telep +30 Res/telep +20% Dur/telep +24% A pair of boots made of leather. |
pair of drakeskin leather boots 'Umbraseam' (0 def, 24 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Con +4 Mag dps ---------- Phys.pwr +18 (+6 eff.) Spell.pwr +15 (+2 eff.) Mind.pwr +16 (+4 eff.) Dmg.mod +3% darkness Res.pen +10% darkness +15% light ----- def ----- Armour +24 Fatigue -10% Resists +14% acid +15% fire +15% lightning +15% cold Phys.save +11 (+6 eff.) ---------- misc Max.enc +50 Light +2 Infravis +7 A pair of boots made of leather. |
pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 T5 feet armor [Ego+] Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Mind.pwr +7 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +5 Blindside: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Airpierce (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Dmg.mod +12% lightning +12% mind Melee Ret 8 arcane ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +10% fire +10% cold Mind.save +12 (+2 eff.) ---------- misc Psi/ret +0.16 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chalohir the pair of dwarven-steel boots (0 def, 14 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Str dps ---------- Phys.crit +3.0% Res.pen +13% darkness +15% temporal Apr +5 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +14 Fatigue +3% Resists +13% darkness +15% temporal Def/telep +21 Res/telep +15% Dur/telep +22% ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
blightbringer's pair of voratun boots of evasion (17 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +10 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% blight ----- def ----- Armour +5 Defense +17 (+5 eff.) Fatigue +4% Disease- +50% Evasion: (Instant) Puts all charms on 30 cooldown Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Noonquench (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Melee+ 10 temporal Ranged+ 11 temporal Dmg.mod +5% temporal Res.pen +25% blight +20% arcane ----- def ----- Armour +2 Resists +6% light +7% temporal ---------- misc Max.mana +40.00 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. |
hardened leather gloves 'Ulfylathagrim' (0 def, 8 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% arcane Apr +8 ----- def ----- Armour +8 Resists +9% temporal ---------- misc Stam/turn +3.00 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. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
drakeskin leather gloves 'Gleamimmortal' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +3 Mag dps ---------- Phys.pwr +19 (+6 eff.) Melee+ 12 fire Dmg.mod +6% light +8% fire +7% arcane +15% temporal Res.pen +15% light On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Resists +8% fire Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 6.5 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 240.45 fire damage and 181.92 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Chaluledas (0 def, 3 armour) =5 con=1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +5 Con dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +3 Fatigue +1% Resists +3% nature +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of strength (+8) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +8 Str +3 Dex +4 Cun dps ---------- Phys.pwr +13 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +9 (+5 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying elven-silk wizard hat of fire (+30%) (3 def, 0 armour)2.0 T5 head armor [Ego] Nature/Psionic While equipped: Stats +10 Cun dps ---------- Dmg.mod +20% fire ----- def ----- Defense +3 (+1 eff.) Resists +30% fire Mind.save +12 (+2 eff.) A pointy cloth hat, very wizardly... |
eldritch elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +14 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +1.90 Mana/ret +1.90 Max.mana +75.00 Manaflow: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 25 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Rotresolve the rough leather cap (0 def, 1 armour) =20 pen=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% lightning Melee Ret 4 nature 2 cold On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Armour +1 Fatigue +1% Resists +9% nature ---------- misc Stam/ret +0.70 Equi/ret +1.00 A cap made of leather. |
Treereign (0 def, 7 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Crit.mult +5.00% Res.pen +5% nature ----- def ----- Armour +7 Fatigue +1% Resists +7% cold Phys.save +3 (+2 eff.) Die.at -20.00 life ---------- misc Breathe water A cap made of leather. |
Xena (0 def, 3 armour) =7 con]=2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Dex +2 Mag +2 Wil +7 Cun +7 Con dps ---------- Spell.crit +3% Spell.pwr +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold ---------- misc Vim/s.crit +1.00 A cap made of leather. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+7 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
miner's voratun helm of the depths (0 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Fatigue +5% Resists +19% cold ---------- misc Infravis +4 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +7 Str +7 Wil dps ---------- Phys.pwr +12 (+4 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% physical Phys.save +15 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire 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. |
1459 alchemist agate0.0 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. |
46 alchemist bloodstone0.0 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. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 3.5 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 78.86 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Hanihell the Stormquell1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Res.pen +10% lightning ----- def ----- Armour +6 Resists +12% mind Phys.save +15 (+8 eff.) Max.HP +60.00 Heal.mod +21% Blind- +50% Confus- +30% Teleport- +24% ---------- misc Light +16 See.Stealth +25 See.Invis +25 Track: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 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. |
arcane dynamo0.0 T3 steamtech tinker [Normal] Steamtech Attachable to armor/cloth When attached: ---------- misc Talents +3 Arcane Dynamo Allows the use of Technomancy spells. Tinkers can be attached to normal items to improve them with steam power! |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Annulment (1/1)2.0 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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 826.88 fire damage (based on Magic). Uses 50 power out of 61/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 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. |
Oakqueen the steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% arcane +15% nature Res.pen +5% nature Melee Ret 4 nature 6 temporal On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 32% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
cleansing steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Txeru the Higher Archmage level 39
9th Pyre 123rd year of Ascendancy at 14:34 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Txeru the Higher Archmage level 50
33rd Dusk 123rd year of Ascendancy at 17:16 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Txeru the Higher Archmage level 39
7th Pyre 123rd year of Ascendancy at 21:19 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Txeru the Higher Archmage level 48
25th Dusk 123rd year of Ascendancy at 20:30 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Txeru the Higher Archmage level 43
40th Pyre 123rd year of Ascendancy at 13:15 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Txeru the Higher Archmage level 40
14th Pyre 123rd year of Ascendancy at 20:22 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Txeru the Higher Archmage level 19
29th Dusk 122nd year of Ascendancy at 07:27 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Txeru the Higher Archmage level 41
18th Pyre 123rd year of Ascendancy at 11:59 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Txeru the Higher Archmage level 34
60th Regrowth 123rd year of Ascendancy at 14:25 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Txeru the Higher Archmage level 50
19th Haze 123rd year of Ascendancy at 05:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Txeru the Higher Archmage level 23
7th Haze 122nd year of Ascendancy at 10:48 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Txeru the Higher Archmage level 35
70th Regrowth 123rd year of Ascendancy at 13:20 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Txeru the Higher Archmage level 50
16th Haze 123rd year of Ascendancy at 00:43 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Txeru the Higher Archmage level 35
75th Regrowth 123rd year of Ascendancy at 20:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Txeru the Higher Archmage level 10
3rd Flare 122nd year of Ascendancy at 09:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Txeru the Higher Archmage level 20
40th Dusk 122nd year of Ascendancy at 13:19 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Txeru the Higher Archmage level 30
73rd Haze 122nd year of Ascendancy at 07:25 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Txeru the Higher Archmage level 40
14th Pyre 123rd year of Ascendancy at 08:46 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Txeru the Higher Archmage level 50
31st Dusk 123rd year of Ascendancy at 06:16 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Txeru the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 07:27 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Txeru the Higher Archmage level 50
79th Dusk 123rd year of Ascendancy at 09:20 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Txeru the Higher Archmage level 50
62nd Dusk 123rd year of Ascendancy at 08:28 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Txeru the Higher Archmage level 50
46th Dusk 123rd year of Ascendancy at 16:29 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Txeru the Higher Archmage level 30
73rd Haze 122nd year of Ascendancy at 22:11 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Txeru the Higher Archmage level 29
63rd Haze 122nd year of Ascendancy at 04:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Txeru the Higher Archmage level 12
10th Flare 122nd year of Ascendancy at 04:56 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Txeru the Higher Archmage level 42
36th Pyre 123rd year of Ascendancy at 10:08 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Txeru the Higher Archmage level 50
19th Haze 123rd year of Ascendancy at 05:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Txeru the Higher Archmage level 12
9th Flare 122nd year of Ascendancy at 18:14 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Txeru the Higher Archmage level 50
79th Dusk 123rd year of Ascendancy at 12:16 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Txeru the Higher Archmage level 30
21st Regrowth 123rd year of Ascendancy at 01:33 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Txeru the Higher Archmage level 50
19th Haze 123rd year of Ascendancy at 05:44 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Txeru the Higher Archmage level 40
14th Pyre 123rd year of Ascendancy at 22:49 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Txeru the Higher Archmage level 45
64th Pyre 123rd year of Ascendancy at 00:30 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Txeru the Higher Archmage level 23
7th Haze 122nd year of Ascendancy at 03:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Txeru the Higher Archmage level 16
11st Dusk 122nd year of Ascendancy at 06:46 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Txeru the Higher Archmage level 38
6th Pyre 123rd year of Ascendancy at 23:24 see stats
Log
Txeru picks up ( .): tormentor's elven-silk robe of the mind (+16%) (0 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Txeru picks up ( .): Awakened Staff of Absorption (60-72 power, 60 apr, fire element).
Lore found: Argoniel's blood-runed athame
Txeru picks up ( .): Pearl of Life and Death.
Txeru picks up ( .): coruscating voratun shield (0 def, 10 armour, 66-80 power, 198.5 block).
Txeru picks up ( .): miner's voratun helm of the depths (0 def, 11 armour).
Txeru picks up ( .): radiant voratun plate armour of natural resilience (0 def, 16 armour).
Txeru picks up ( .): treant's voratun ring of the mountain (+15%).
Txeru picks up ( .): impenetrable voratun plate armour of thunder (0 def, 36 armour).
Txeru picks up ( .): blightbringer's pair of voratun boots of evasion (17 def, 5 armour).
Txeru picks up ( .): warlord's voratun helm (0 def, 5 armour).
Txeru picks up ( .): impenetrable voratun plate armour of Eyal (0 def, 35 armour).
Txeru picks up ( .): voratun waraxe of crippling (41-57 power, 6 apr).
Txeru picks up ( .): elemental voratun longsword of massacre (54-75 power, 6 apr).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
High Sun Paladin Aeryn receives 88 healing from High Sun Paladin Aeryn's healing light area effect.
Txeru's spell attains critical power!
Ran for 2 turns (stop reason: interesting terrain).
Txeru's spell attains critical power!
High Sun Paladin Aeryn casts Rune: Stormshield.
High Sun Paladin Aeryn summons a storm to protect them!
The furious lightning storm around Txeru calms down and disappears.














































































































































































































