
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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:
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 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 50 / 2417% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 24 on the 71st Regrowth 123rd year of Ascendancy at 07:30 6 / 1 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 37 (base 16) |
| Constitution | 54 (base 29) |
| Magic | 113 (base 60) |
| Willpower | 98 (base 66) |
| Cunning | 104 (base 60) |
Resources
| Life | 820/820 |
| Mana | 604/604 |
| Steam | 0/100 |
| Healing Factor | 1.4497803169825 |
| Regeneration | 0.36244507924562 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +38.75965887975% |
| Spell | +15% |
| Global | +134.51659701343% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Stealth | 31.062359070861 |
| See Invisible | 68.952720373006 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 29 |
| Crit Chance | 52% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 88 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +31% |
| Acid | +35% |
| Light | +31% |
| Lightning | +95% |
| Cold | +42% |
| Arcane | +48% |
| Fire | +29% |
| All | +11% |
Offense: Damage Penetration
| Cold | +15% |
| Lightning | +73% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 72.984654390981 (53%) |
| Defense | 53 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 76 |
| Spell Save | 68 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 64%( 70%) |
| All | + 35%( 70%) |
| Physical | + 63%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 51%( 70%) |
| Mind | + 47%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 60%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 100% |
| Confusion Resistance | 30% |
| Pinning Resistance | 100% |
| Silence Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 194% efficiency and cooldown mod of 55%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 276 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 Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (87% 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 1587% for 10 turns (936 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 744 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 6 times. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Storm | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Aether Permeation |
| talent | Thunderstorm |
| talent | Disruption Shield |
| talent | Tempest |
| talent | Arcane Power |
| talent | Defensive Posture |
| talent | Phantasmal Shield |
| talent | Shielding |
| talent | Essence of Speed |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the 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 failed to protect the lost defiler from death by shadowy assassin. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)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. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | 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. | 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 |
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 Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within4 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 | Aetherwalk (6 def, 0 armour) 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Phys.save +12 (+3 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 268 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | void-walker's alchemist's lamp 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +20% light ----- def ----- Resists +7% cold +7% temporal Def/telep +13 Res/telep +13% Dur/telep +12% ---------- misc Light +9 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xuta the Sparkdream (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Cun dps ---------- Dmg.mod +6% lightning Melee Ret 2 lightning ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +3% temporal +10% cold +11% fire +13% nature +11% lightning Phys.save +25 (+6 eff.) Spell.save +6 (+1 eff.) Mind.save +15 (+4 eff.) Max.HP +40.00 Heal.mod +15% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
| Tool | dragonbone totem of summon tentacle 'Voriminor' [power 445] (25 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Wil +4 Mag dps ---------- Crit.mult +15.00% Spell.pwr +30 (+6 eff.) ----- def ----- Defense +30 (+9 eff.) Resists +18% mind +15% light ---------- misc Mana/turn +0.40 Max.vim +50.00 Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1290 Base Damage: 528 Armor: 38 All Resist: 50 Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 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. |
| On fingers | Stormblood the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% lightning +9% acid Res.pen +25% mind ----- def ----- Resists +21% acid +6% lightning Phys.save +10 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
| Around waist | Girdle of Preservation 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Defense +6 (+2 eff.) Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Proj.slow +15% Confus- +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 | elven-wood starstaff 'Chillquell' (25-30 power, 5 apr, lightning element) 5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +23% Crit.mult +18.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning +12% cold +6% arcane Res.pen +15% cold Melee Ret 4 cold ----- def ----- Armour +10 Hardiness +8% Resists +3% cold Phys.save +19 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +13 (+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. |
| On hands | alchemist's voratun gauntlets of war-making (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +13.0% Spell.crit +19% Mind.crit +11% Crit.mult +15.00% Melee+ 7 acid 8 fire 4 cold 8 lightning ----- def ----- Armour +3 Fatigue +5% ---------- misc Talents +5 Voltaic Sentry 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. |
| Main armor | Strikeglamour (0 def, 0 armour) 2.0 T5 cloth armor [Rare] Arcane While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Spell.crit +5% S.pwr/crit +6 Dmg.mod +15% acid +20% physical +9% lightning +18% fire +6% arcane +19% cold Res.pen +20% lightning ----- def ----- Resists +17% acid +15% physical +10% cold +13% fire +15% all ---------- misc Max.mana +100.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled elven-silk cloak of implacability (3 def, 0 armour) 2.0 T5 cloak armor [Ego++] Arcane/Nature While equipped: Stats +4 Mag +3 Wil ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +11 (+3 eff.) Die.at -50.00 life Stun/Frz- +50% ---------- 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. |
| Around neck | Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Inventory
medical injector implant (efficiency 134% / cooldown 50%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the wizard (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.4 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the psychic (heal 622; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 622 life over 5 turns. 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. |
blink rune of the warrior (range 6; phase 18; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 8 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
Rune of the Rift (542.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 601.62 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, temporal, physical, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 5 temporal, 4 physical, 5 fire 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 14 Travel.spd instantaneous Usage Speed Spell (87% 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. |
biting gale rune of the warrior (damage 273; dur 4; cd 15)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 direct a cone of chilling stormwind doing 272.92 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 35; blocks 4; dur 4; cd 15)0.1 rune scroll [Normal] 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 4 times. 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 |
schematic: Air Recycler0.1 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: Deflection Field0.1 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: Fungal Web0.1 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: Grounding Strap0.1 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: 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: 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. |
schematic: Kinetic Stabiliser0.1 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: Pain Suppressor 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: Power Distributor0.1 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: 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. |
schematic: Rustproof 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: 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. |
schematic: Second Skin0.1 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: Shocking 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. |
schematic: Shocking Touch0.1 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: 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. |
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: White 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. |
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! |
mindweaver's copper amulet of manastreaming0.1 T1 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) S.pwr/crit +2 ----- def ----- Mind.save +6 (+1 eff.) Confus- +11% ---------- misc Mana/turn +0.13 Max.mana +21.00 Amulets make your neck look great! |
steel amulet 'Frozenmortal'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning Res.pen +5% physical Melee Ret 4 cold ----- def ----- Defense +15 (+5 eff.) Resists +12% cold Phys.save +21 (+5 eff.) Spell.save +14 (+3 eff.) Mind.save +10 (+2 eff.) Amulets make your neck look great! |
Arildir the Blindserpent0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +4 Con dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +9% darkness +6% fire +5% lightning +6% cold Res.pen +10% mind Melee Ret 10 darkness ----- def ----- Phys.save +9 (+2 eff.) 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. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +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. This item has been sent to the Item's Vault. |
conjurer's gold ring of warding0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Resists +16% acid +20% fire +10% lightning +10% cold Rings make your fingers look great! |
solipsist's gold ring of lightning (+22%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
solipsist's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Resists +21% acid +22% fire +20% lightning +19% cold Rings make your fingers look great! |
Aerysebeth the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +8 Mag +11 Wil +1 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Spell.pwr +13 (+3 eff.) Dmg.mod +3% mind +18% light ----- def ----- Resists +21% acid +36% light +24% fire +23% lightning +26% cold Rings make your fingers look great! |
Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +10 Cun dps ---------- Phys.pwr +14 (+5 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 29 physical Ranged+ 27 physical Dmg.mod +9% mind Res.pen +10% light Melee Ret 4 mind On Hit (Melee): * 17% chance to reduce all saves and defense by 33 On Hit (Ranged): * 20% chance to reduce all saves and defense by 33 ----- def ----- Resists +5% arcane +15% light +6% mind Max.HP +89.00 HP.reg +20.00 Heal.mod +19% ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
elven-wood magestaff 'Kynarilin' (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Str dps ---------- Spell.crit +16% Spell.pwr +12 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Armour +4 Resists +9% acid +3% physical +6% nature Crit.chn- 15.00% Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane 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 (+10 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 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Raguroddaldir the Bleakhacker (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master 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: Stats +9 Mag +8 Cun +8 Con dps ---------- Spell.crit +18% Crit.mult +42.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning +9% fire +6% darkness Res.pen +10% nature On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +6% fire ---------- misc N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +44.00 Max.N.En +46.00 Talents +1 Command Staff On Spell Hit: 10% Impending Doom 5 Staves designed for wielders of magic, by the greats of the art. |
Elenegodar the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Res.pen +10% mind +10% blight ----- def ----- Resists +9% all Spell.save +9 (+2 eff.) Mind.save +37 (+9 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.12 Max.mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
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 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 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. |
Airpride the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +6 Mag +8 Wil +10 Con dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Dmg.mod +39% lightning +24% physical +29% nature +20% cold Res.pen +15% lightning ----- def ----- Resists +32% lightning +13% cold +3% nature +15% all Spell.save +29 (+7 eff.) Poison- +31% Disease- +46% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Falukath the Blazestalker (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +30% lightning +23% cold +19% mind +6% fire Res.pen +5% fire Melee Ret 8 fire ----- def ----- Resists +45% lightning +9% fire +6% blight +34% cold +19% mind +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +10% acid +18% physical +18% fire +18% cold ----- def ----- Resists +14% acid +14% physical +15% darkness +15% cold +20% fire +13% mind +15% all Phys.save +14 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +40 (+10 eff.) ---------- misc Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Runerach the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +2 Dex +6 Wil +6 Cun +4 Con dps ---------- Spell.pwr +8 (+2 eff.) Against +31% Summoned ----- def ----- Armour +11 Defense +21 (+7 eff.) D.Red.from +33% Summoned Phys.save +19 (+4 eff.) Mind.save +11 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Shockbringer'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% lightning ----- def ----- Defense +10 (+3 eff.) Resists +11% lightning +16% temporal +3% darkness Spell.save +12 (+3 eff.) HP.reg +2.00 Blind- +20% A belt that goes around your waist. |
skylord's drakeskin leather belt of the giants1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +4 Str +5 Dex +5 Wil +4 Cun dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Phys.save +19 (+4 eff.) Spell.save +30 (+7 eff.) Mind.save +17 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Yarechak (11 def, 10 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +2 Con dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +10 Defense +11 (+4 eff.) Die.at -80.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +10% temporal +12% darkness +16% cold Def/telep +13 Res/telep +12% Dur/telep +17% 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. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
thick elven-silk cloak of fog (10 def, 12 armour)2.0 T5 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +10 (+3 eff.) Resists +17% fire +13% light +19% cold Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shiverwind the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +20% cold Melee Ret 2 cold ----- def ----- Armour +4 Fatigue +3% Resists +6% nature +10% fire +18% light +10% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Glarerigor' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +7 Cun dps ---------- Dmg.mod +12% light +6% mind Res.pen +25% light +15% temporal +10% mind +15% darkness ----- def ----- Armour +4 Fatigue +3% Resists +20% temporal +17% darkness +9% light Def/telep +19 Res/telep +16% Dur/telep +19% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Prismthorn' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +11% temporal +16% darkness +25% light ----- def ----- Armour +5 Fatigue -3% Resists +24% darkness +30% temporal +5% arcane +6% light Phys.save +12 (+3 eff.) Silence- +50% Confus- +39% Stun/Frz- +37% Def/telep +25 Res/telep +18% Dur/telep +18% ---------- misc Max.enc +35 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +20.0% Spell.crit +15% Mind.crit +17% Crit.mult +9.00% Melee+ 11 light Dmg.mod +6% light ----- def ----- Armour +3 Resists +10% light 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. |
Braniran (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Con dps ---------- Melee+ 11 lightning 14 light Dmg.mod +9% lightning +11% light On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Armour +3 Fatigue +5% Resists +13% lightning +6% cold +15% light Phys.save +18 (+4 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+2 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Salodhemina the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 16 mind 10 fire 9 light 20 darkness Dmg.mod +9% light +7% fire On Hit (Melee): * 21% chance to reduce all saves and defense by 33 ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +6% fire +15% light +6% temporal Mind.save -9 (-2 eff.) Poison- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Stormbreaker the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +9% light +7% blight +15% cold +5% arcane +3% lightning Crit.chn- 15.00% Phys.save +9 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +11 (+3 eff.) A hat made of leather. Very stylish. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
5 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
8 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. |
9 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. |
5 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. |
9 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. |
7 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
10 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. |
8 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. |
8 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 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
11 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
5 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. |
16 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. |
22 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. |
11 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 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. |
12 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. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
927 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. |
73 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 66.50 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. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 7.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 79.82 cold damage and 73.64 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
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. |
amazing fiery salve [power 42] amazing fiery salve [power 42]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 55% cooldown modifier. Remove 3 magical effects and grants a fiery aura (42% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 42] amazing frost salve [power 42]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 55% cooldown modifier. Remove 3 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 605] amazing healing salve [power 605]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 55% cooldown modifier. Heal 605 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 529] amazing pain suppressor salve [power 529]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 55% cooldown modifier. Let you fight up to -529 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 42] amazing water salve [power 42]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 55% cooldown modifier. Remove 3 mental effects and grants a water aura (42% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Oledan (dig speed 38 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +2 Str +2 Mag +2 Con dps ---------- Spell.crit +5% Crit.mult +5.00% Mind.pwr +15 (+5 eff.) Dmg.mod +3% physical ----- def ----- Armour +4 ---------- misc Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+6 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 3.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 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 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 723.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
overpowered yew totem of stinging [power 356] (19 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 395 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
Mifast the Galeenvy [power 410] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +2 Cun +2 Wil dps ---------- Crit.mult +10.00% Res.pen +20% mind Melee Ret 8 mind ----- def ----- Resists +6% lightning +12% fire Mind.save +15 (+4 eff.) Sting an enemy dealing 455 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 138 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
supercharged elven-wood wand of shielding [power 488] (25 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 863 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By heimerdongler the Cornac Archmage level 28
44th Pyre 123rd year of Ascendancy at 00:28 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By heimerdongler the Cornac Archmage level 37
40th Haze 123rd year of Ascendancy at 21:40 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By heimerdongler the Cornac Archmage level 36
39th Haze 123rd year of Ascendancy at 07:20 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By heimerdongler the Cornac Archmage level 40
39th Regrowth 124th year of Ascendancy at 07:50 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By heimerdongler the Cornac Archmage level 48
4th Flare 124th year of Ascendancy at 08:06 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By heimerdongler the Cornac Archmage level 39
37th Regrowth 124th year of Ascendancy at 02:46 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By heimerdongler the Cornac Archmage level 34
10th Haze 123rd year of Ascendancy at 16:12 see stats
Catch that Plumpkin! (Nightmare (Adventure) difficulty)
Finish the Plumpkin event.By heimerdongler the Cornac Archmage level 26
21st Pyre 123rd year of Ascendancy at 03:38 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By heimerdongler the Cornac Archmage level 16
6th Decay 122nd year of Ascendancy at 15:30 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By heimerdongler the Cornac Archmage level 48
17th Haze 124th year of Ascendancy at 21:42 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By heimerdongler the Cornac Archmage level 38
45th Haze 123rd year of Ascendancy at 09:02 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By heimerdongler the Cornac Archmage level 35
22nd Haze 123rd year of Ascendancy at 13:08 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By heimerdongler the Cornac Archmage level 40
39th Regrowth 124th year of Ascendancy at 02:26 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By heimerdongler the Cornac Archmage level 21
48th Regrowth 123rd year of Ascendancy at 21:18 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By heimerdongler the Cornac Archmage level 50
30th Regrowth 125th year of Ascendancy at 06:37 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By heimerdongler the Cornac Archmage level 20
48th Regrowth 123rd year of Ascendancy at 17:48 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By heimerdongler the Cornac Archmage level 27
40th Pyre 123rd year of Ascendancy at 10:26 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By heimerdongler the Cornac Archmage level 39
30th Regrowth 124th year of Ascendancy at 02:25 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By heimerdongler the Cornac Archmage level 50
24th Regrowth 125th year of Ascendancy at 11:37 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By heimerdongler the Cornac Archmage level 28
42nd Pyre 123rd year of Ascendancy at 23:33 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By heimerdongler the Cornac Archmage level 33
40th Dusk 123rd year of Ascendancy at 06:22 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By heimerdongler the Cornac Archmage level 10
38th Haze 122nd year of Ascendancy at 04:22 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By heimerdongler the Cornac Archmage level 20
25th Regrowth 123rd year of Ascendancy at 20:56 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By heimerdongler the Cornac Archmage level 30
27th Dusk 123rd year of Ascendancy at 21:27 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By heimerdongler the Cornac Archmage level 40
38th Regrowth 124th year of Ascendancy at 14:49 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By heimerdongler the Cornac Archmage level 50
38th Haze 124th year of Ascendancy at 08:00 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By heimerdongler the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 00:08 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By heimerdongler the Cornac Archmage level 50
4th Decay 124th year of Ascendancy at 19:02 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By heimerdongler the Cornac Archmage level 28
51st Pyre 123rd year of Ascendancy at 01:55 see stats
Portal destroyer (Nightmare (Adventure) difficulty)
Fought the two Sorcerers and closed one invocation portal.By heimerdongler the Cornac Archmage level 50
30th Regrowth 125th year of Ascendancy at 06:36 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By heimerdongler the Cornac Archmage level 50
54th Haze 124th year of Ascendancy at 05:41 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By heimerdongler the Cornac Archmage level 47
10th Mirth 124th year of Ascendancy at 23:15 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By heimerdongler the Cornac Archmage level 41
42nd Regrowth 124th year of Ascendancy at 22:41 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By heimerdongler the Cornac Archmage level 27
39th Pyre 123rd year of Ascendancy at 05:39 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By heimerdongler the Cornac Archmage level 38
45th Haze 123rd year of Ascendancy at 10:25 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By heimerdongler the Cornac Archmage level 10
38th Haze 122nd year of Ascendancy at 21:25 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By heimerdongler the Cornac Archmage level 50
39th Haze 124th year of Ascendancy at 06:59 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By heimerdongler the Cornac Archmage level 28
10th Mirth 123rd year of Ascendancy at 18:35 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By heimerdongler the Cornac Archmage level 41
65th Regrowth 124th year of Ascendancy at 15:59 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By heimerdongler the Cornac Archmage level 28
10th Mirth 123rd year of Ascendancy at 13:05 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By heimerdongler the Cornac Archmage level 32
31st Dusk 123rd year of Ascendancy at 23:09 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By heimerdongler the Cornac Archmage level 24
63rd Regrowth 123rd year of Ascendancy at 04:25 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By heimerdongler the Cornac Archmage level 35
38th Haze 123rd year of Ascendancy at 14:33 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By heimerdongler the Cornac Archmage level 49
37th Haze 124th year of Ascendancy at 09:38 see stats
Log
You gain 2.75 gold from the melting of deadly pouch of voratun shots of annihilation (22/22, 78-94 power, 17 apr).
You gain 5.56 gold from the melting of drakeskin leather sling of piercing.
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 8.95 gold from the melting of living mindstar of gales (16-18 power, 40 apr, nature damage).
You collect a new ingredient: lump of voratun (1).
You gain 4.80 gold from the melting of voratun waraxe of crippling (38-54 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 5.09 gold from the melting of acidic voratun waraxe of crippling (40-57 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 5.09 gold from the melting of inquisitor's voratun mace of erosion (48-66 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 8.15 gold from the melting of balanced voratun mace of daylight (46-64 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 4.75 gold from the melting of manaburning voratun longsword of massacre (53-74 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 5.55 gold from the melting of hateful voratun longsword of erosion (40-56 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 9.82 gold from the melting of elemental voratun longsword of shearing (44-62 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 6.81 gold from the melting of elemental voratun battleaxe of massacre (76-113 power, 4 apr).
You gain 10.28 gold from the melting of infernal dragonbone vilestaff (30-36 power, 6 apr, darkness element).
You gain 2.20 gold from the melting of ethereal rune (power 24; resist 28%; move 54%; dur 5; cd 20).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 1.97 gold from the melting of regeneration infusion (heal 492; 16 cd).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
The furious lightning storm around heimerdongler calms down and disappears.











































































































































































