









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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.
Plenum Tooltip Custom Edit 1.7.4Plenum 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: 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Arcane Blade |
| Level / Exp | 32 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant berserker at level 11 on the 45th Retaking 124th year of Ascendancy at 22:44 0 / 8Killed by sun-mage at level 15 on the 19th Revenge 124th year of Ascendancy at 05:08 Killed by Dozing Bethuvea at level 21 on the 5th Pain 124th year of Ascendancy at 18:07 Killed by Velurathra the larvae bloated ritch mother at level 23 on the 7th Pain 124th year of Ascendancy at 03:43 Killed by Yvuth the larvae bloated ritch mother at level 24 on the 7th Pain 124th year of Ascendancy at 23:34 Killed by Islivena the black bear at level 29 on the 28th Pain 124th year of Ascendancy at 06:24 Killed by Yvywen the umbral horror at level 32 on the 6th Dearth 124th year of Ascendancy at 08:27 Killed by Emolebeth the orc corruptor at level 32 on the 6th Dearth 124th year of Ascendancy at 12:09 |
Primary Stats
| Strength | 31 (base 13) |
| Dexterity | 31 (base 12) |
| Constitution | 11 (base 10) |
| Magic | 108 (base 60) |
| Willpower | 14 (base 10) |
| Cunning | 88 (base 60) |
Resources
| Mana | 87/306 |
| Life | -173/809 |
| Steam | 100/100 |
| Stamina | 46/203 |
| Paradox | 300 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 10.349591127742 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 6 |
| See Stealth | 7 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 47 |
| Crit Chance | 30% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +25% |
| Light | +12% |
| Darkness | +5% |
| Blight | +22% |
| Arcane | +4% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 33 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 16%( 74%) |
| Arcane | + 16%( 74%) |
| Cold | + 21%( 74%) |
| All | + 13%( 74%) |
| Lightning | + 34%( 74%) |
| Light | + 29%( 74%) |
| Temporal | + 21%( 74%) |
| Fire | + 24%( 74%) |
| Physical | + 17%( 74%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 20% |
| Poison Resistance | 70% |
| Blind Resistance | 42% |
| Disarm Resistance | 80% |
| Bleed Resistance | 50% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 424 damage for 4 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 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 167% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 417 damage for 3 turns. 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 41 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Scorchwyrd (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Cun dps ---------- Dmg.mod +6% mind Melee Ret 8 fire ----- def ----- Armour +3 Resists +13% fire +9% light +9% cold A pair of boots made of leather. |
| On hands | spellstreaming dwarven-steel gauntlets of spellstriking (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +6 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +17 (+4 eff.) Melee+ 4 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane Disarm- +80% ---------- misc Mana/turn +0.22 Talents +3 Iron Grip 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. |
| On head | Isykira the Snowvengeance (0 def, 7 armour) 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Acc +4 (+1 eff.) Melee Ret 4 cold ----- def ----- Armour +7 Fatigue +3% Resists +9% temporal Mind.save +9 (+4 eff.) Stun/Frz- +20% Teleport- +20% ---------- misc Light +4 Infravis +2 A cap made of leather. |
| Tool | overpowered dwarven-steel torque of psionic shield [power 129] (36 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 129 for 5 turns Puts all charms on 36 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Melee+ 10 light Ranged+ 21 light Dmg.mod +12% light ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | mule's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% Blind- +22% ---------- misc Max.enc +26 Infravis +4 See.Stealth +7 See.Invis +12 Rings make your fingers look great! |
| Around neck | Islenne the Coalsquall0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Dex +7 Mag +3 Cun dps ---------- Res.pen +15% darkness ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +9% light Res.Cap +4% all Phys.save +13 (+7 eff.) Amulets make your neck look great! |
| In main hand | Starcaller (129% power, 4 apr, lightning element) 5.0 T4 staff 2H weapon [Unique] Arcane Power 129% Range: 1.2x Uses 120% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% On Crit: * project a beam of lightning While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +5% darkness +25% lightning ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
| Main armor | Worm Nest (0 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 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 | cashmere cloak 'Dairedir' (22 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +22 (+5 eff.) Resists +24% lightning +4% physical Phys.save +12 (+6 eff.) Die.at -80.00 life Max.HP +43.00 HP.reg +4.00 Poison- +20% Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | alchemist's lamp 'Turachik'1.0 T3 lite [Rare] Master While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Resists +3% blight +1% physical Blind- +20% Confus- +20% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
medical injector implant of the duelist (efficiency 112% / cooldown 62%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 112% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shatter afflictions rune (absorb 29; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 29 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 91; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 55; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 354; dur 6; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 354 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 143; dur 6; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 143 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 442; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 442 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back Support0.1 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: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
insulating steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% fire +12% cold Amulets make your neck look great! |
restful copper amulet of mastery (0.12 Cunning / Dirty fighting)0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Masteries +0.12 Cunning/Dirty fighting Amulets make your neck look great! |
warrior's steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
titan's gold ring =4 CON=0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Rings make your fingers look great! |
truestriking steel battleaxe of enduring (127% power, 2 apr) =12 CON=3.0 T2 battleaxe 2H weapon [Ego++] Nature/Master Power 127% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Con +9 Wil dps ---------- Res.pen +10% physical Acc +10 (+3 eff.) Apr +10 ----- def ----- Max.HP +14.00 Massive two-handed battleaxes. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
balanced dwarven-steel dagger of torment (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +26% Sharp, short and deadly. |
Rhogadur the Oozestake (143% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 144% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% acid +3% nature Res.pen +5% darkness On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +15% nature +9% darkness Blunt and deadly. |
Sewertorrent the dwarven-steel mace (128% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 122 damage While equipped: dps ---------- Dmg.mod +12% acid Res.pen +10% blight +25% nature +15% acid Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Resists +12% blight Blunt and deadly. |
dwarven-steel mace 'Quenchtrencher' (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 darkness Against +13% Living While equipped: dps ---------- Dmg.mod +15% acid +6% cold +27% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +24% cold Blunt and deadly. |
hardened leather sling 'Willowbore'4.0 T3 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit.r1 +8 nature While equipped: Stats +10 Con +9 Wil dps ---------- Dmg.mod +6% nature Res.pen +15% nature On Hit (Ranged): * 20% chance to slow global speed by 48% * 10 arcane resource burn ----- def ----- Resists +9% nature +9% acid Max.HP +42.00 Slings are used to hurl stones or metal shots at your foes. |
Cyrylelle (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +36.00% Spell.pwr +19 (+4 eff.) S.pwr/crit +4 Melee+ 21 fire Dmg.mod +9% blight +20% cold +3% arcane Res.pen +15% arcane Melee Ret 2 arcane ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of fate (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning ----- def ----- Armour +7 Hardiness +4% Phys.save +12 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash magestaff of illumination (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Defense +8 (+2 eff.) HP.reg +0.50 Heal.mod +12% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 154.62 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.10 Max.mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff of the prodigy (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Mag +8 Wil +11 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) S.pwr/crit +10 Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Aeregorn' (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Mag dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness Res.pen +25% blight ----- def ----- Spell.save +18 (+8 eff.) ---------- misc Mana/turn +0.21 Mana/s.crit +2.00 Max.mana +68.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced deep-steel trident (132% power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature Power 132% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Str +5 Dex +7 Mag +9 Wil +7 Cun +7 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Chalyreharadir (124% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 darkness Against +10% Living While equipped: Stats +5 Str +6 Dex ----- def ----- Defense +15 (+3 eff.) Crit.chn- 15.00% Die.at -80.00 life One-handed war axes. |
Furnacebringer (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Dex +4 Mag +4 Wil +3 Cun +3 Con dps ---------- Dmg.mod +9% fire ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
spellcowled kruk cloak of battle (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +1 Mag +2 Wil dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Fatigue -2% Spell.save +5 (+2 eff.) ---------- misc Max.mana +40.00 A stylish kruk-style cloak, to look awesome. |
pair of iron boots of rushing (0 def, 3 armour) =2 STR=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
Brodevon (0 def, 2 armour) =4 DEX=1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +8 Mag dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 Resists +6% blight +12% fire ---------- misc Light +2 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. |
Xerolera the dwarven-steel gauntlets (25 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +6% nature ----- def ----- Armour +2 Defense +25 (+6 eff.) Fatigue +3% Resists +8% nature +1% physical +3% light +6% mind Max.HP +40.00 Heal.mod +20% Disease- +10% Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's hardened leather gloves of archery (0 def, 2 armour) =7 DEX=1.0 T2 hands armor [Ego++] Master While equipped: Stats +2 Str +7 Dex +6 Cun dps ---------- Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Phys.save +7 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bregilin the Gorewake (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +9 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+3 eff.) Acc +15 (+5 eff.) Apr +4 On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +3 Fatigue +3% Die.at -80.00 life ---------- misc Stam/turn +2.00 A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Ce'Nisebeth (0 def, 3 armour) =9 DEX 6 CON 3 STR=2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +9 Dex +6 Con dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +6% fire +8% cold +5% arcane +8% lightning A cap made of leather. |
Chargefury the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning +25% fire +10% nature Melee Ret 10 lightning 10 fire ----- def ----- Armour +3 Fatigue +3% Resists +12% lightning +11% fire +10% cold A cap made of leather. |
clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
stabilizing hardened leather hat of strength (+2) (0 def, 3 armour) =2 STR=2.0 T3 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+6 eff.) A hat made of leather. Very stylish. |
The Untouchable (14 def, 12 armour) =DEF=9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Starwisp the quiver of yew arrows (18/18, 157% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 158% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +17.0% Capacity 18 Ranged+ +20 light On Hit.r1 +20 light On Crit.r2 +20 light On Hit: * 20 arcane resource burn On Crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
68 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. |
29 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. |
11 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. |
38 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
28 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. |
Velykira the Chargemonster1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Spell.pwr +25 (+6 eff.) S.pwr/crit +10 Dmg.mod +12% mind Melee Ret 17 fire ----- def ----- Resists +6% lightning +7% fire ---------- misc Vim/s.crit +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
piercing alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +8% all Apr +5 ----- def ----- Max.HP +52.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
29 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. |
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. |
great frost salve [power 19] great frost salve [power 19]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
pouch of dwarven-steel shots 'Glintrazor' (23/23, 142% power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 143% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +8.0% Capacity 23 Proj.spd +400% Phasing +30% Ranged+ +16 mind On Crit.r2 +8 light On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 104 physical damage While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good waterproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal web0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
well-made lightning coil0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
cleansing dwarven-steel torque of gale force [power 230] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force [power 225] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 225 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of healing [power 218] (20 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
15 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. |
yew wand of lightning storm 'Layorabeth' [power 266] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Str +3 Mag +2 Wil +4 Cun ----- def ----- Resists +3% cold ---------- misc Infravis +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (332 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Nimbusfear' [power 308] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- S.pwr/crit +8 Res.pen +25% blight Phasing +30% ----- def ----- Resists +12% lightning +9% cold Def/telep +15 Res/telep +15% Dur/telep +15% Create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
30 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. |
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. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Orc Magic the Orc Arcane Blade level 13
13rd Revenge 124th year of Ascendancy at 09:26 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Orc Magic the Orc Arcane Blade level 14
18th Revenge 124th year of Ascendancy at 02:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Orc Magic the Orc Arcane Blade level 31
30th Pain 124th year of Ascendancy at 07:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Orc Magic the Orc Arcane Blade level 10
21st Retaking 124th year of Ascendancy at 11:29 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Orc Magic the Orc Arcane Blade level 20
4th Pain 124th year of Ascendancy at 23:21 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Orc Magic the Orc Arcane Blade level 30
28th Pain 124th year of Ascendancy at 12:23 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Orc Magic the Orc Arcane Blade level 24
7th Pain 124th year of Ascendancy at 17:40 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Orc Magic the Orc Arcane Blade level 23
7th Pain 124th year of Ascendancy at 07:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Orc Magic the Orc Arcane Blade level 21
5th Pain 124th year of Ascendancy at 19:07 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Orc Magic the Orc Arcane Blade level 32
6th Dearth 124th year of Ascendancy at 08:27 see stats
Log
Emolebeth the orc corruptor receives 89 healing from Emolebeth the orc corruptor's glyph of sunlight.
Emolebeth the orc corruptor's glyph of sunlight hits Orc Magic for (22 flat reduction), (50 absorbed), 0 light (0 total damage).
Orc Magic aims less carefully.
Orc Magic is free from the weakness disease.
Emolebeth the orc corruptor casts Blood Spray.
Emolebeth the orc corruptor's spell attains critical power!
Orc Magic is afflicted by a decrepitude disease!
Your shield crumbles under the damage!
The shield around Orc Magic crumbles.
Emolebeth the orc corruptor hits Orc Magic for (22 flat reduction), (193 absorbed), 34 blight (34 total damage).
Orc Magic is knocked back!
Orc Magic HEALS from darkness damage!
Emolebeth the orc corruptor's sanctity area effect hits Orc Magic for (22 flat reduction), 4 light (4 total damage).
Emolebeth the orc corruptor's prismatic repulsion area effect hits Orc Magic for (12 flat reduction), 0 light, (18 flat reduction), 0 darkness, 3 healing (0 total damage) [3 healing].
Emolebeth the orc corruptor's light area effect hits Orc Magic for (22 flat reduction), 85 light (85 total damage).
Emolebeth the orc corruptor's defensive darkness area effect hits Orc Magic for (22 flat reduction), 15 darkness, 7 healing (15 total damage) [7 healing].
Emolebeth the orc corruptor casts Blood Grasp.
Emolebeth the orc corruptor's spell attains critical power!
Talent Lightning is ready to use.
Talent Chain Lightning is ready to use.
Decrepitude Disease from Emolebeth the orc corruptor hits Orc Magic for (22 flat reduction), 54 blight (54 total damage).
Orc Magic misses Emolebeth the orc corruptor.
Your Contingency has failed to cast Rune: Shielding!
Emolebeth the orc corruptor roars triumphantly.
Emolebeth the orc corruptor's Blood Grasp hits Orc Magic for (22 flat reduction), 397 blight (397 total damage).
Emolebeth the orc corruptor receives 84 healing from Emolebeth the orc corruptor's Blood Grasp.
Orc Magic the level 32 orc arcane blade was diseased to death by Emolebeth the orc corruptor on level 1 of Ruined Dungeon.


































































































































