











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Stone Warden Race Unlock 1.7.2Removes race lock from stone warden that prevents creation of non-dwarf stone wardens. 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: 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 | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 2078% |
| Size | medium |
| Lifes / Deaths | Killed by Lisusemira the white ooze at level 19 on the 24th Haze 122nd year of Ascendancy at 17:14 2 / 5Killed by Beloranne the skeleton archer at level 29 on the 32nd Regrowth 123rd year of Ascendancy at 11:43 Killed by Layunne the skeleton archer at level 32 on the 70th Regrowth 123rd year of Ascendancy at 13:23 Killed by Emeluna the cold drake at level 50 on the 34th Regrowth 124th year of Ascendancy at 10:29 Killed by Elandar at level 50 on the 36th Regrowth 124th year of Ascendancy at 10:22 |
Primary Stats
| Strength | 43 (base 10) |
| Dexterity | 50 (base 10) |
| Constitution | 68 (base 59) |
| Magic | 119 (base 60) |
| Willpower | 86 (base 38) |
| Cunning | 127 (base 55) |
Resources
| Life | 1098/1098 |
| Mana | 586/586 |
| Steam | 90/90 |
| Healing Factor | 1.3681295749342 |
| Regeneration | 0.34203239373354 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +46.20512205326% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 11 |
| Lite | 14 |
| Infravision | 3 |
| See Stealth | 31.779285532584 |
| See Invisible | 73.860789909463 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 52 |
| Crit Chance | 64% |
| APR | 90 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 124 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Blight | +40% |
| Arcane | +112% |
| Cold | +112% |
| All | +15% |
| Lightning | +144% |
| Light | +21% |
| Temporal | +52% |
| Physical | +61% |
| Fire | +122% |
| Nature | +25% |
Offense: Damage Penetration
| Lightning | +95% |
| Fire | +45% |
| Temporal | +35% |
| Cold | +45% |
| Arcane | +45% |
| Mind | +25% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 37 (35.65183292883%) |
| Defense | 66 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 54 |
| Mental Save | 55 |
Defense: Resistances
| Arcane | + 55%( 70%) |
| Mind | + 50%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 65%( 70%) |
| Temporal | + 41%( 70%) |
| Physical | + 40%( 70%) |
| Darkness | + 46%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 100% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Teleport Resistance | 47% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1329 damage for 6 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 4 turns and blocking 298 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1621% for 10 turns (1988 total) and instantly restoring 81 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 68 steam. |
Class Talents
| Spell / Occult technomancy | 1.40 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Storm | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Metaphasic Spin |
| talent | Disruption Shield |
| talent | Tempest |
| talent | Aether Permeation |
| talent | Essence of Speed |
| talent | Arcane Power |
| talent | Shielding |
| talent | Feather Wind |
| detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
| beneficial effect | Infinite Dungeon Challenge (Level 78): Exterminator Challenge |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Steam Lich. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Steam Lich. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Steam Lich. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by ritch flamespitter. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 76): Headhunter0 / 2 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 78): ExterminatorFoes left: 205 | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 425. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mastery without your aid. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within18 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | blightbringer's pair of voratun boots of force (0 def, 5 armour) 3.0 Encumbrance T5 feet armor [Ego++] Arcane/Master/Psionic While equipped: Stats +9 Mag offense ------ Physical Power +18 (+6 eff.) Spellpower +25 (+3 eff.) Mindpower +13 (+3 eff.) Damage +10% acid +10% blight defense ------ Armor +5 Fatigue +4% Disease Resist +50% other ------- Talents +5 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gymira the dwarven lantern1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +6 Str offense ------ Physical Crit +8.0% Damage +9% physical Ignore resists +15% all Ignore Armor +15 defense ------ Resistance +21% light +4% physical Crit Resistance 20.24% Life +80.00 Cut Resist +27% Teleport Resist +27% other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Brass Goggles (10 def, 0 armour) 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +30 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+6 eff.) Ignore Armor +15 defense ------ Defense +10 (+3 eff.) Resistance +20% fire Mind save +15 (+5 eff.) Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
| Tool | Tarrydar [power 434] (20 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +5 Wil offense ------ Critical power +15.00% Ignore resists +10% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +20 (+5 eff.) Resistance +18% light Cut Resist +20% Teleport Resist +20% Create a shield absorbing up to 830 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Emelemina0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +14 (+4 eff.) Spellpower +43 (+6 eff.) Mindpower +13 (+3 eff.) Ignore Shields +31% defense ------ Defense +15 (+4 eff.) Resistance +15% darkness Spell save +15 (+5 eff.) Mind save +9 (+3 eff.) Unlife -60.00 life Silence Resist +21% Rings make your fingers look great! |
| On fingers | voratun Windborne Azurite ring0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +8 Dex +7 Wil +15 Cun offense ------ Mindpower +13 (+3 eff.) Move Speed +15% Damage +20% lightning defense ------ Damage Avoidance +8% Affinity +20% lightning Rings make your fingers look great! |
| Around waist | Blindlash the hardened leather belt 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +6 Mag +8 Wil +5 Cun offense ------ Physical Crit +7.0% Spell Crit +4% Mind Crit +8% Damage +6% light When Hit 6 light On-Hit (Melee): * 10% chance to reduce all saves and defense by 38 defense ------ Defense +10 (+3 eff.) Resistance +6% mind +6% light Mind save +7 (+3 eff.) Slow Projectiles +25% Life +70.00 other ------- Light +2 A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+7 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Mana/turn +5.00 Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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." |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% other ------- Talents +5 Toxic Cannister Launcher Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+5 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Talents +5 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
| Cloak | Strikenight (3 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Dex +6 Mag +6 Wil +4 Cun +4 Con offense ------ Critical power +20.00% Spellpower +10 (+1 eff.) Ignore resists +20% temporal Ignore Shields +30% When Hit 2 temporal defense ------ Defense +3 (+1 eff.) Resistance +33% lightning +6% temporal Spell save +14 (+4 eff.) Stun Resist +50% other ------- Mana/turn +0.12 Max mana +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Belyth'0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: offense ------ Critical power +20.00% Spellpower +15 (+2 eff.) Damage +15% blight +10% fire defense ------ Armor +12 Resistance +15% mind +6% nature Crit Resistance 10.00% Unlife -80.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 134.81 physical damage and 209.33 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 1905% over 10 turns; mana 95; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1905% for 10 turns (2336 total) and instantly restoring 95 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. Press to compare to your current inscriptions |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Demonransom the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Master While equipped: offense ------ Critical power +10.00% Spellpower +11 (+1 eff.) On-Hit 13 light 10 darkness Damage +10% light +10% blight +8% fire +21% arcane +9% darkness When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 30% When Hit: * 9% chance to blind * 9% chance to reduce damage dealt by 30% defense ------ Fatigue -9% Resistance +5% arcane Life Regen +3.00 Amulets make your neck look great! |
Quenchkiller the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Damage +35% lightning +9% fire +21% darkness Ignore resists +29% fire +29% cold When Hit 8 darkness defense ------ Resistance +6% cold other ------- Masteries +0.30 Steamtech/Chemistry Amulets make your neck look great! |
Rimekin the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Arcane While equipped: offense ------ Critical power +18.00% Spellpower +13 (+2 eff.) Damage +13% blight +12% fire +12% mind Ignore resists +25% mind +20% cold defense ------ Resistance +5% arcane +24% cold Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Mag +14 Wil +6 Cun offense ------ Spellpower +10 (+1 eff.) Mindpower +10 (+3 eff.) Damage +14% lightning +6% blight defense ------ Resistance +28% lightning +6% arcane +3% nature +3% blight Physical save +12 (+6 eff.) Cut Resist +10% Knockbk Resist +10% 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? |
conjurer's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +8 (+1 eff.) defense ------ Mind save +5 (+2 eff.) Confus Resist +25% Rings make your fingers look great! |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter0.1 Encumbrance 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. |
stralite ring 'Ebonyshaper'0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +7 Cun +7 Mag offense ------ Spellpower +13 (+2 eff.) Damage +6% cold +15% fire Ignore resists +20% darkness +20% mind When Hit 10 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 38 defense ------ Resistance +15% darkness Rings make your fingers look great! |
Emelyyakira the Sleetbrace0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +9 Con offense ------ Spellpower +40 (+6 eff.) Spellpower/crit +13 Damage +33% cold When Hit 13 blight defense ------ Mind save +15 (+5 eff.) Confus Resist +40% other ------- Light +4 See Invis +24 Rings make your fingers look great! |
voratun fire opal ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Accuracy +11 (+3 eff.) Ignore Armor +10 defense ------ Defense +13 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Telos's Staff (Top Half) (35-42 power, 0 apr, lightning element)2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+4 eff.) Damage +35% lightning defense ------ Mind save +8 (+3 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+3 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
Orc Feller (45-58 power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Master Weapon Damage 45.0 - 58.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +4 Cun +5 Dex offense ------ Damage +8% light +10% physical defense ------ Pinning Resist +50% other ------- Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
The Titan's Quiver (18/18, 62-87 power, 20 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+3 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+3 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. This item has been sent to the Item's Vault. |
elven-silk robe 'Grinagas' (20 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +12 Str +1 Dex +7 Mag +8 Wil +2 Con offense ------ Physical Crit +2.0% Damage +60% lightning +28% physical +24% mind +30% cold defense ------ Defense +20 (+5 eff.) Resistance +60% lightning +15% cold +24% mind +15% all Unlife -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Lightning Catcher1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 66 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Frozen Shroud (12 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+3 eff.) Resistance +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 915.84 cold damage and condensing the air into freezing vapors that deal 305.28 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +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. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) defense ------ Resistance +0% lightning A black cloak, with subtle illusion enchantments woven into its very fabric. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
undeterred pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +5 Silence Resist +40% Confus Resist +39% Stun Resist +49% A pair of boots made of leather. |
Eastern Wood Hat (15 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+13 eff.) Ignore Armor +15 defense ------ Defense +15 (+4 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Crown of Eternal Night (0 def, 3 armour)2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: Stats +0 Cun offense ------ On-Hit 0 darkness Damage +0% darkness defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all other ------- Masteries +0.00(-) Cunning/Stealth This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of Burning Pain (9 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil offense ------ Damage +25% fire defense ------ Defense +9 (+3 eff.) Fatigue +4% Resistance +25% fire Meteor Rain: Effective talent level: 2.0 Power cost 34 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 277.66 fire and 201.37 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
25 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Telos's Staff Crystal0.0 Encumbrance 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 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
2022 Little Gems0.0 Encumbrance T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2022/2022 A set of 2022 tiny explosive spheres. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +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. |
406 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
64 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern 'Beldil'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Str +2 Dex +4 Wil offense ------ Damage +5% mind defense ------ Armor +2 Unlife -60.00 life other ------- 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. |
Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+1 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 864 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun fatal attractor0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun saw projector0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed +16% Combat Speed -12% Spell Speed -12% Mind Speed -12% Damage +15% temporal defense ------ Resistance +12% all +15% temporal Damage Reduction +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 169% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 1194.36 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 845.00 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. |
elven-wood wand of lightning storm 'Bethoda' [power 374] (15 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: defense ------ Armor +4 Resistance +6% darkness Disease Resist +10% Confus Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 182 lightning damage and will be dazed for 1 turn (912 total damage) Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Steam Lich the Skeleton Archmage level 32
73rd Regrowth 123rd year of Ascendancy at 01:16 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Steam Lich the Skeleton Archmage level 36
30th Pyre 123rd year of Ascendancy at 12:44 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Steam Lich the Skeleton Archmage level 50
15th Dusk 124th year of Ascendancy at 00:05 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Steam Lich the Skeleton Archmage level 38
8th Flare 123rd year of Ascendancy at 05:45 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Steam Lich the Skeleton Archmage level 43
44th Haze 123rd year of Ascendancy at 23:44 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Steam Lich the Skeleton Archmage level 37
4th Flare 123rd year of Ascendancy at 15:55 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Steam Lich the Skeleton Archmage level 29
32nd Regrowth 123rd year of Ascendancy at 21:22 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Steam Lich the Skeleton Archmage level 12
56th Dusk 122nd year of Ascendancy at 04:19 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Steam Lich the Skeleton Archmage level 34
15th Pyre 123rd year of Ascendancy at 11:51 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Steam Lich the Skeleton Archmage level 30
59th Regrowth 123rd year of Ascendancy at 03:04 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Steam Lich the Skeleton Archmage level 27
22nd Regrowth 123rd year of Ascendancy at 15:03 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Steam Lich the Skeleton Archmage level 50
36th Regrowth 124th year of Ascendancy at 15:29 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Steam Lich the Skeleton Archmage level 22
35th Haze 122nd year of Ascendancy at 11:34 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Steam Lich the Skeleton Archmage level 30
58th Regrowth 123rd year of Ascendancy at 01:56 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Steam Lich the Skeleton Archmage level 28
30th Regrowth 123rd year of Ascendancy at 12:35 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Steam Lich the Skeleton Archmage level 50
10th Allure 124th year of Ascendancy at 06:47 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Steam Lich the Skeleton Archmage level 36
30th Pyre 123rd year of Ascendancy at 13:26 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Steam Lich the Skeleton Archmage level 10
35th Dusk 122nd year of Ascendancy at 22:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Steam Lich the Skeleton Archmage level 20
26th Haze 122nd year of Ascendancy at 00:07 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Steam Lich the Skeleton Archmage level 30
33rd Regrowth 123rd year of Ascendancy at 00:07 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Steam Lich the Skeleton Archmage level 40
69th Dusk 123rd year of Ascendancy at 08:31 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Steam Lich the Skeleton Archmage level 50
3rd Decay 123rd year of Ascendancy at 10:27 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Steam Lich the Skeleton Archmage level 50
5th Dusk 124th year of Ascendancy at 19:25 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Steam Lich the Skeleton Archmage level 50
8th Allure 124th year of Ascendancy at 19:14 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Steam Lich the Skeleton Archmage level 25
69th Haze 122nd year of Ascendancy at 06:36 see stats
Portal master (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Steam Lich the Skeleton Archmage level 50
36th Regrowth 124th year of Ascendancy at 15:27 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Steam Lich the Skeleton Archmage level 45
53rd Haze 123rd year of Ascendancy at 18:22 see stats
Santassacre! (Insane (Adventure) difficulty)
Killed the little helper elves after saving them!By Steam Lich the Skeleton Archmage level 50
5th Dusk 124th year of Ascendancy at 19:27 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Steam Lich the Skeleton Archmage level 40
8th Haze 123rd year of Ascendancy at 20:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Steam Lich the Skeleton Archmage level 37
1st Flare 123rd year of Ascendancy at 16:35 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Steam Lich the Skeleton Archmage level 36
7th Mirth 123rd year of Ascendancy at 01:34 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Steam Lich the Skeleton Archmage level 36
30th Pyre 123rd year of Ascendancy at 12:44 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Steam Lich the Skeleton Archmage level 9
10th Mirth 122nd year of Ascendancy at 13:04 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Steam Lich the Skeleton Archmage level 36
30th Pyre 123rd year of Ascendancy at 12:44 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Steam Lich the Skeleton Archmage level 50
34th Regrowth 124th year of Ascendancy at 21:33 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Steam Lich the Skeleton Archmage level 12
43rd Dusk 122nd year of Ascendancy at 02:02 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Steam Lich the Skeleton Archmage level 40
20th Haze 123rd year of Ascendancy at 11:11 see stats
They Came From Outer Space! (Insane (Adventure) difficulty)
Discovered the true origin of dwarves and drems.By Steam Lich the Skeleton Archmage level 45
54th Haze 123rd year of Ascendancy at 22:03 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Steam Lich the Skeleton Archmage level 21
28th Haze 122nd year of Ascendancy at 01:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Steam Lich the Skeleton Archmage level 15
1st Haze 122nd year of Ascendancy at 10:30 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Steam Lich the Skeleton Archmage level 31
70th Regrowth 123rd year of Ascendancy at 13:03 see stats
Log
You gain 3.90 gold from the melting of swashbuckler's steel shield (0 def, 4 armour, 20-24 power, 35 block).
You collect a new ingredient: lump of stralite (1).
You gain 2.29 gold from the melting of barbed pouch of stralite shots of erosion (16/16, 54-65 power, 5 apr).
You gain 2.25 gold from the melting of deadly quiver of elven-wood arrows of annihilation (18/18, 71-99 power, 29 apr).
You gain 5.02 gold from the melting of yew longbow of piercing.
You collect a new ingredient: lump of voratun (1).
You gain 18.19 gold from the melting of voratun steamsaw 'Toxintooth' (54-82 power, 0 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.60 gold from the melting of thought-forged dwarven-steel steamsaw of temporal resistance (+15%) (24-35 power, 0 apr).
You collect a new ingredient: lump of voratun (1).
You gain 7.25 gold from the melting of arcing voratun dagger of evisceration (38-50 power, 9 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Eilinokira the Glarequake (51-66 power, 9 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 25.00 gold from the melting of Isawe the Ebonyworth (16-21 power, 7 apr).
You collect a new ingredient: lump of voratun (1).
You gain 2.50 gold from the melting of voratun longsword of projection (41-57 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 4.26 gold from the melting of slime-covered voratun longsword of erosion (42-59 power, 6 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.03 gold from the melting of plaguebringer's stralite greatsword (48-77 power, 3 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Abyssrain the voratun greatmaul (66-99 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 12.37 gold from the melting of balanced stralite battleaxe of ruin (46-68 power, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.69 gold from the melting of elemental steel battleaxe (19-28 power, 2 apr).
Accepted quest 'Infinite Dungeon Challenge (Level 78): Exterminator'! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
The furious lightning storm around Steam Lich calms down and disappears.







































































































































































