Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.2Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 2064% |
Size | medium |
Lifes / Deaths | Killed by Saluda the orc pyromancer at level 50 on the 51st Regrowth 125th year of Ascendancy at 00:07 7 / 2Killed by HOKKABAZ at level 50 on the 7th Dusk 125th year of Ascendancy at 19:40 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 65 (base 60) |
Magic | 134 (base 60) |
Willpower | 103 (base 60) |
Cunning | 64 (base 36) |
Resources
Life | 822/822 |
Mana | 902/1008 |
Soul | 17/19 |
Healing Factor | 2.0141355335885 |
Regeneration | 36.75797348799 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +47% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 37.390773745007 |
See Invisible | 71.390773745007 |
ESP Range | 10 |
ESP Kinds | undead, demon/major, demon/minor, animal/canine |
Offense: Mainhand
Damage | 96 |
Accuracy | 38 |
Crit Chance | 20% |
APR | 67 |
Speed | 1.00 |
Offense: Spell
Spellpower | 99 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +34% |
Blight | +31% |
Arcane | +69% |
Cold | +130% |
All | +9% |
Lightning | +112% |
Temporal | +19% |
Fire | +94% |
Mind | +27% |
Offense: Damage Penetration
Lightning | +50% |
Fire | +30% |
Arcane | +30% |
Cold | +55% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 5 |
Physical Save | 41 |
Spell Save | 73 |
Mental Save | 62 |
Defense: Resistances
Acid | + 61%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 70%( 70%) |
All | + 23%( 70%) |
Darkness | + 50%( 70%) |
Light | + 70%( 70%) |
Temporal | + 59%( 80%) |
Physical | + 31%( 70%) |
Lightning | + 62%( 70%) |
Fire | + 70%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 492.85 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 171 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 770 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 794.88 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
Undead / Lich | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lone alchemist from death by Mayata the vampire lord. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by wretchling. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2354. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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. | done |
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 | pair of hardened leather boots 'Lightningkill' (0 def, 8 armour) pair of hardened leather boots 'Lightningkill' (0 def, 8 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +18% lightning +24% cold Ignore resists +20% lightning +25% cold defense ------ Armor +8 Resistance +9% acid +11% fire +10% lightning +8% cold A pair of boots made of leather. |
Light source | alchemist's lamp 'Voryvea' alchemist's lamp 'Voryvea'1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +12% mind defense ------ Resistance +12% temporal +9% light +6% fire Spell save +18 (+4 eff.) Life +61.00 Poison Resist +20% Teleport Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+2 eff.) Mindpower +15 (+4 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Tool | quick voratun torque of mindblast [power 320] (7 cooldown) quick voratun torque of mindblast [power 320] (7 cooldown)2.0 Encumbrance T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 406 mind damage and silencing them for 4 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | voratun Goedalath Rock ring voratun Goedalath Rock ring0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: offense ------ Physical Power +12 (+6 eff.) Spellpower +16 (+2 eff.) Damage +9% all When Hit 34 darkness defense ------ Life +44.00 Life Regen +17.00 Healmod +66% other ------- Infravision +3 See Invis +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
On fingers | voratun Glowing Core ring voratun Glowing Core ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +15% Accuracy +12 (+6 eff.) defense ------ Defense +11 (+6 eff.) Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% other ------- Light +4 See Invis +20 Blinding Speed: Puts all charms on 26 cooldown Effective talent level: 2.0 Power cost 26 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Around waist | Girdle of Preservation Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+3 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, cold element) Awakened Staff of Absorption (60-72 power, 60 apr, cold element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+8 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max (+) +50.00 Max (-) +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 129 power out of 23/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
On hands | Eremyrand the hardened leather gloves (0 def, 2 armour) Eremyrand the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +6% mind When Hit 2 mind defense ------ Armor +2 Resistance +5% arcane Unlife -80.00 life Life +80.00 Life Regen +1.00 other ------- Stamina/turn +1.00 Max stamina +24.00 Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+2 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Stun Resist +60% Carrion Feet: Effective talent level: 3.0 Power cost 10 out of 20/20. Range 7 Cooldown: 15 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 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 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. |
Cloak | Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+1 eff.) Damage +10% temporal defense ------ Defense +10 (+5 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+7 eff.) Spell save +20 (+5 eff.) Mind save +20 (+5 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.1 Power cost 33 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Around neck | Frost Lord's Chain Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Inventory
Blood of Life Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
wild infusion (res 22%; magical; dur 2; cd 11) wild infusion (res 22%; magical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 10; phase 29; cd 12) blink rune of the wizard (range 10; phase 29; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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. Press to compare to your current inscriptions |
Rune of the Rift (562.00 temporal damage, removed from time 4 turns) Rune of the Rift (562.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 668.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 34; resist 40%; move 57%; dur 5; cd 17) ethereal rune of the psychic (power 34; resist 40%; move 57%; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 40% all resistance, you move 57% faster, and you are invisible (power 34). 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Spellblaze Echoes Spellblaze Echoes0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +8 (+1 eff.) Spellpower/crit +15 defense ------ Armor +6 Defense +6 (+3 eff.) Unleash a destructive wail, destroying terrain and dealing 710.68 physical damage (based on Magic) in a radius of 3. Uses 39 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Garkul's Teeth Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+6 eff.) Mind save +18 (+5 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 4.0 Power cost 7 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 158.82 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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. |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 46.63 cold and 22.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 39 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Elemental Fury Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
treant's voratun ring of misery treant's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +8 Cun offense ------ On-Hit 30 physical On-Ranged-Hit 22 physical On-Hit (Melee): * 18% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 34 defense ------ Resistance +14% nature +14% blight Poison Resist +27% Disease Resist +30% other ------- Hate-on-crit +2.00 Max hate +14.00 Bleeding Edge: Puts all charms on 13 cooldown Effective talent level: 3.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Adiminor the elven-wood vilestaff (25-30 power, 5 apr, cold element) Adiminor the elven-wood vilestaff (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +15 Mag +12 Wil +13 Cun offense ------ Spell Crit +25% Critical power +13.00% Spellpower +12 (+2 eff.) Spellpower/crit +8 Damage +18% blight +25% cold Ignore resists +10% acid When Hit 2 acid defense ------ Resistance +9% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood starstaff of wizardry (25-30 power, 5 apr, darkness element) cruel elven-wood starstaff of wizardry (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Mag +3 Wil offense ------ Spell Crit +17% Critical power +17.00% Spellpower +22 (+3 eff.) Damage +25% darkness other ------- Max mana +83.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone magestaff (30-36 power, 6 apr, cold element) bloodlich's dragonbone magestaff (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +9 Mag +2 Cun +9 Con offense ------ Spell Crit +5% Critical power +23.00% Spellpower +15 (+2 eff.) Damage +30% cold other ------- (-)/turn +0.20 Vim-on-crit +7.00 Max vim +46.00 Max (-) +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone starstaff of wizardry (30-36 power, 6 apr, light element) greater dragonbone starstaff of wizardry (30-36 power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +4 Wil offense ------ Spell Crit +5% Spellpower +40 (+6 eff.) Damage +30% physical +30% temporal +30% light +30% darkness other ------- Max mana +110.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
arcing dwarven-steel longsword of massacre (34-48 power, 4 apr) arcing dwarven-steel longsword of massacre (34-48 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 148 damage Sharp, long, and deadly. |
Ureslak's Flaming Femur (52-73 power, 5 apr) Ureslak's Flaming Femur (52-73 power, 5 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Dex 30,Str 45 [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Fire burn Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: offense ------ Global Speed +30% Damage +30% fire Ignore resists +30% fire defense ------ Resistance +45% fire A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
iron dagger of shearing (10-13 power, 5 apr) iron dagger of shearing (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% all Accuracy +9 (+5 eff.) Ignore Armor +6 Sharp, short and deadly. |
flaming voratun dagger of the mystic (38-49 power, 9 apr) flaming voratun dagger of the mystic (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +20 fire While equipped: Stats +9 Mag +11 Wil offense ------ Spellpower +12 (+2 eff.) Sharp, short and deadly. |
inquisitor's voratun dagger of erosion (38-49 power, 9 apr) inquisitor's voratun dagger of erosion (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature/Disrupt Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +15 nature On Crit: * Deals 96 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
mighty dragonbone longbow of piercing mighty dragonbone longbow of piercing4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +9 Str offense ------ Physical Power +18 (+9 eff.) Ignore resists +23% all Accuracy +29 (+15 eff.) Ignore Armor +14 Longbows are used to shoot arrows at your foes. |
caustic drakeskin leather sling caustic drakeskin leather sling4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-crit, radius 2 +27 acid +39 nature While equipped: offense ------ Ignore resists +25% acid +16% nature Ignore Armor +9 Slings are used to hurl stones or metal shots at your foes. |
penetrating drakeskin leather sling of lightning penetrating drakeskin leather sling of lightning4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +24 lightning While equipped: offense ------ Damage +22% lightning Ignore resists +15% physical Slings are used to hurl stones or metal shots at your foes. |
barbed quiver of yew arrows of grasping (14/14, 52-73 power, 10 apr) barbed quiver of yew arrows of grasping (14/14, 52-73 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego++] Nature/Master Weapon Damage 52.0 - 72.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +19.0% Capacity 14 On Hit: * 20% chance to create vines that bind the target to the ground dealing 224 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
acidic pouch of voratun shots of annihilation (23/23, 66-79 power, 12 apr) acidic pouch of voratun shots of annihilation (23/23, 66-79 power, 12 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Arcane/Master Weapon Damage 66.0 - 79.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Critical Rate +15.0% Capacity 23 Projectile Speed +200% On Crit: * Splash the target with acid dealing 248 damage over 5 turns and reducing armor and accuracy by 31 Shots are used with slings to pummel your foes to death. |
corrosive stralite shield of shrapnel (0 def, 8 armour, 50-59 power, 141.5 block) corrosive stralite shield of shrapnel (0 def, 8 armour, 50-59 power, 141.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego++] Arcane/Master When used to Attack: Weapon Damage 49.5 - 59.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +142 On-hit +18 acid While equipped: Stats +5 Con offense ------ On shield block: * Cause enemies within radius 6 to bleed for 89 physical damage over 5 turns (1/turn) When Hit: * 18% chance to reduce armor by 50% defense ------ Armor +8 Fatigue +8% Resistance +15% acid other ------- Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold Stun Resist +60% other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
focusing Rags of the Sanctuary of the mountain (+14%) (0 def, 0 armour) focusing Rags of the Sanctuary of the mountain (+14%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +14% physical defense ------ Resistance +7% all +14% physical other ------- Mana/turn +0.16 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken Robe of the Worm of Angolwen (0 def, 0 armour) timebroken Robe of the Worm of Angolwen (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +3% Spellpower +12 (+2 eff.) Spellpower/crit +3 Damage +9% arcane +10% temporal defense ------ Resistance +7% all Silence Resist +24% other ------- Max mana +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of alchemy (0 def, 0 armour) mindwoven elven-silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +6 (+2 eff.) Damage +21% acid +25% physical +15% fire +19% cold defense ------ Resistance +18% acid +19% physical +19% fire +19% cold +15% all Mind save +30 (+8 eff.) other ------- Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nimble cured leather armour of delving (14 def, 4 armour) nimble cured leather armour of delving (14 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Master While equipped: Stats +6 Str +5 Dex offense ------ Move Speed +20% defense ------ Armor +4 Defense +14 (+7 eff.) Fatigue +7% Resistance +14% darkness +9% physical other ------- Light +2 Track: Puts all charms on 20 cooldown Effective talent level: 2.0 Power cost 20 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
hardened leather armour of alacrity (9 def, 6 armour) hardened leather armour of alacrity (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
drakeskin leather armour 'Spiderwend' (20 def, 8 armour) drakeskin leather armour 'Spiderwend' (20 def, 8 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Rare] Nature While equipped: offense ------ Critical power +15.00% Physical Power +15 (+7 eff.) Damage +24% arcane Ignore Armor +3 When Hit 12 arcane defense ------ Armor +8 Defense +20 (+10 eff.) Fatigue +8% Resistance +9% nature +21% fire Physical save +21 (+7 eff.) Life +80.00 Life Regen +11.00 Healmod +20% other ------- Max stamina +37.41 A suit of armour made of leather. |
searing stralite mail armour (4 def, 8 armour) searing stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training ,Str 38 [Ego+] Arcane While equipped: offense ------ On-Hit 20 acid 20 fire When Hit 14 acid 15 fire defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +26% acid +26% fire A suit of armour made of mail. |
voratun mail armour of Eyal (5 def, 10 armour) voratun mail armour of Eyal (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego+] Nature While equipped: defense ------ Armor +10 Defense +5 (+3 eff.) Fatigue +12% Life +73.00 Life Regen +10.00 Healmod +20% A suit of armour made of mail. |
noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Resistance +6% blight Resist Against +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of the giants spiritwalker's drakeskin leather belt of the giants1.0 Encumbrance T5 belt armor [Ego+] Arcane/Master While equipped: Stats +11 Mag offense ------ Physical Power +12 (+6 eff.) defense ------ Spell save +13 (+3 eff.) other ------- Mana/turn +0.37 Max mana +54.00 Size +1 A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+7 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+2 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 33 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
dreamer's pair of drakeskin leather boots (0 def, 5 armour) dreamer's pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil defense ------ Armor +5 Physical save +13 (+5 eff.) Spell save +9 (+2 eff.) Mind save +14 (+4 eff.) A pair of boots made of leather. |
traveler's pair of voratun boots of invasion (0 def, 5 armour) traveler's pair of voratun boots of invasion (0 def, 5 armour)3.0 Encumbrance T5 feet armor Reqs - Heavy armour training [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +6 (+3 eff.) Ignore resists +14% physical defense ------ Armor +5 Fatigue -6% Physical save +12 (+4 eff.) other ------- Encumbrance +44 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
elven-silk wizard hat 'Cracklezephyr' (3 def, 0 armour) elven-silk wizard hat 'Cracklezephyr' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +20% physical Ignore resists +20% lightning defense ------ Defense +3 (+2 eff.) Resistance +20% physical +12% blight +21% cold +9% mind +18% nature Poison Resist +25% other ------- Mana/turn +0.32 A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 23 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
drakeskin leather cap of might (0 def, 5 armour) drakeskin leather cap of might (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +5 Fatigue +5% A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
champion's voratun helm of the bounder (0 def, 5 armour) champion's voratun helm of the bounder (0 def, 5 armour)3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Ego++] Master While equipped: Stats +11 Str +9 Dex +6 Wil defense ------ Armor +5 Fatigue +5% Mind save +13 (+3 eff.) other ------- Light +2 Skullcracker: Puts all charms on 13 cooldown Effective talent level: 3.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 66.0 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine 14 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 aquamarine 13 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 topaz 20 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
21 onyx 21 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
18 lapis lazuli 18 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 emerald 17 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 garnet 13 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 quartz 16 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 sapphire 13 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 jade 13 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 turquoise 18 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 ruby 16 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 bloodstone 9 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 diamond 16 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 moonstone 25 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Physical save +10 (+4 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Physical save +10 (+4 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 pearl 20 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
701 alchemist agate 701 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
67 alchemist spinel 67 alchemist spinel0.0 Encumbrance T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
45 alchemist bloodstone 45 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Shimmerlash Shimmerlash1.0 Encumbrance T5 lite [Random Unique] Nature/Master/Psionic While equipped: offense ------ Mind Crit +11% Mindpower +12 (+4 eff.) Ignore resists +10% lightning defense ------ Resistance +15% lightning Mind save +12 (+3 eff.) Life +80.00 Blind Resist +50% Confus Resist +26% other ------- Vim-on-crit +2.35 Max mana +80.00 Max vim +58.63 Light +11 See Stealth +16 See Invis +22 Track: Puts all charms on 26 cooldown Effective talent level: 2.0 Power cost 26 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching dwarven lantern of clarity scorching dwarven lantern of clarity1.0 Encumbrance T5 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 26 fire defense ------ Resistance +9% fire Mind save +15 (+4 eff.) other ------- Light +5 See Stealth +21 See Invis +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Celia's Still Beating Heart Celia's Still Beating Heart2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 58 power out of 90/90 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 802.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 17 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
evasive dragonbone wand of shielding [power 512] (13 cooldown) evasive dragonbone wand of shielding [power 512] (13 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 512 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to gain a 29% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By HOKKABAZ the Cornac Necromancer level 37
3rd Decay 123rd year of Ascendancy at 14:39 see stats
By HOKKABAZ the Lich Necromancer level 50
53rd Regrowth 125th year of Ascendancy at 20:49 see stats
By HOKKABAZ the Cornac Necromancer level 36
1st Decay 123rd year of Ascendancy at 11:45 see stats
By HOKKABAZ the Cornac Necromancer level 32
76th Dusk 123rd year of Ascendancy at 00:16 see stats
By HOKKABAZ the Cornac Necromancer level 41
21st Regrowth 124th year of Ascendancy at 11:00 see stats
By HOKKABAZ the Cornac Necromancer level 44
59th Haze 124th year of Ascendancy at 16:08 see stats
By HOKKABAZ the Cornac Necromancer level 40
17th Regrowth 124th year of Ascendancy at 04:48 see stats
By HOKKABAZ the Cornac Necromancer level 13
13rd Dusk 122nd year of Ascendancy at 04:49 see stats
By HOKKABAZ the Cornac Necromancer level 50
44th Regrowth 125th year of Ascendancy at 23:24 see stats
By HOKKABAZ the Cornac Necromancer level 8
5th Mirth 122nd year of Ascendancy at 02:02 see stats
By HOKKABAZ the Cornac Necromancer level 47
8th Regrowth 125th year of Ascendancy at 22:01 see stats
By HOKKABAZ the Cornac Necromancer level 38
7th Regrowth 124th year of Ascendancy at 12:39 see stats
By HOKKABAZ the Cornac Necromancer level 39
8th Regrowth 124th year of Ascendancy at 03:59 see stats
By HOKKABAZ the Cornac Necromancer level 21
70th Dusk 122nd year of Ascendancy at 17:59 see stats
By HOKKABAZ the Cornac Necromancer level 20
57th Dusk 122nd year of Ascendancy at 01:36 see stats
By HOKKABAZ the Cornac Necromancer level 30
18th Dusk 123rd year of Ascendancy at 01:06 see stats
By HOKKABAZ the Lich Necromancer level 50
30th Pyre 125th year of Ascendancy at 20:31 see stats
By HOKKABAZ the Lich Necromancer level 50
2nd Dusk 125th year of Ascendancy at 12:16 see stats
By HOKKABAZ the Cornac Necromancer level 49
30th Regrowth 125th year of Ascendancy at 07:06 see stats
By HOKKABAZ the Cornac Necromancer level 27
66th Haze 122nd year of Ascendancy at 12:38 see stats
By HOKKABAZ the Cornac Necromancer level 30
44th Dusk 123rd year of Ascendancy at 08:20 see stats
By HOKKABAZ the Cornac Necromancer level 10
2nd Flare 122nd year of Ascendancy at 13:49 see stats
By HOKKABAZ the Cornac Necromancer level 20
56th Dusk 122nd year of Ascendancy at 19:47 see stats
By HOKKABAZ the Cornac Necromancer level 30
16th Dusk 123rd year of Ascendancy at 14:58 see stats
By HOKKABAZ the Cornac Necromancer level 40
9th Regrowth 124th year of Ascendancy at 01:16 see stats
By HOKKABAZ the Cornac Necromancer level 50
44th Regrowth 125th year of Ascendancy at 05:20 see stats
By HOKKABAZ the Lich Necromancer level 50
51st Regrowth 125th year of Ascendancy at 00:07 see stats
By HOKKABAZ the Lich Necromancer level 50
34th Pyre 125th year of Ascendancy at 09:30 see stats
By HOKKABAZ the Lich Necromancer level 50
7th Dusk 125th year of Ascendancy at 19:40 see stats
By HOKKABAZ the Cornac Necromancer level 45
2nd Regrowth 125th year of Ascendancy at 13:18 see stats
By HOKKABAZ the Cornac Necromancer level 21
70th Dusk 122nd year of Ascendancy at 06:06 see stats
By HOKKABAZ the Cornac Necromancer level 39
8th Regrowth 124th year of Ascendancy at 05:09 see stats
By HOKKABAZ the Lich Necromancer level 50
7th Dusk 125th year of Ascendancy at 19:39 see stats
By HOKKABAZ the Cornac Necromancer level 4
77th Pyre 122nd year of Ascendancy at 04:37 see stats
By HOKKABAZ the Cornac Necromancer level 8
2nd Summertide 122nd year of Ascendancy at 12:32 see stats
By HOKKABAZ the Lich Necromancer level 50
11st Pyre 125th year of Ascendancy at 18:25 see stats
By HOKKABAZ the Cornac Necromancer level 14
13rd Dusk 122nd year of Ascendancy at 12:14 see stats
By HOKKABAZ the Lich Necromancer level 50
7th Dusk 125th year of Ascendancy at 19:40 see stats
By HOKKABAZ the Cornac Necromancer level 10
5th Flare 122nd year of Ascendancy at 13:20 see stats
By HOKKABAZ the Cornac Necromancer level 21
70th Dusk 122nd year of Ascendancy at 06:01 see stats
By HOKKABAZ the Cornac Necromancer level 43
10th Flare 124th year of Ascendancy at 20:19 see stats
By HOKKABAZ the Cornac Necromancer level 27
65th Haze 122nd year of Ascendancy at 07:10 see stats
By HOKKABAZ the Cornac Necromancer level 18
51st Dusk 122nd year of Ascendancy at 04:24 see stats
By HOKKABAZ the Cornac Necromancer level 36
1st Decay 123rd year of Ascendancy at 02:16 see stats
By HOKKABAZ the Cornac Necromancer level 44
76th Haze 124th year of Ascendancy at 00:31 see stats
Log
Bleeding from Armoured skeleton warrior hits Argoniel for 93 physical damage.
Acid Splash from Argoniel hits Armoured skeleton warrior for (16 absorbed), 0 acid (0 total damage).
Weakness Disease from Argoniel hits Armoured skeleton warrior for (15 absorbed), 0 blight (0 total damage).
Weakness Disease from Argoniel hits Skeleton mage for 19 blight damage.
Argoniel hits HOKKABAZ for (5 flat reduction), 0 darkness (0 total damage).
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (10 absorbed), 10 acid (10 total damage).
Burning from Skeleton mage hits Argoniel for 146 fire damage.
Skeleton mage hits Argoniel for 8 blight damage.
HOKKABAZ seems more solid.
HOKKABAZ damages himself through Martyrdom!
Uruivellas hits HOKKABAZ for (5 flat reduction), 0 cold, (6 flat reduction), 0 darkness (0 total damage).
Argoniel hits HOKKABAZ for (2 flat reduction), 0 darkness, (3 flat reduction), 0 darkness (0 total damage).
Spikes of Decrepitude hits Uruivellas for 82 cold, 51 darkness (133 total damage).
Spikes of Decrepitude hits Argoniel for (84 to bones), 0 cold, 27 darkness (27 total damage).
Erupting Shadows hits Argoniel for 20 darkness damage.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Nightmare (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
HOKKABAZ damages himself through Martyrdom!
Argoniel hits HOKKABAZ for (22 flat reduction), (15 absorbed), 0 cold (0 total damage).
HOKKABAZ's Chill of the Tomb hits Argoniel for 562 cold damage.
HOKKABAZ's Chill of the Tomb killed Argoniel!
Uruivellas's firestorm hits Armoured skeleton warrior for (67 to bones), 0 fire (0 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Nightmare (Adventure) difficulty)!
New Achievement: The Sun Still Shines (Nightmare (Adventure) difficulty)!
Saving game...
Saving done.