











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Hotkeys Toolbar Scroll Lock 1.7.0Adds new game option "UI | Scroll hotkeys toolbar with scroll wheel", which can be disabled to prevent the scroll wheel or other scrolling input mechanisms from affecting the hotkeys toolbar. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Items Vault 1.7.6Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Meteor is a spell and mindpower 1.7.6Meteor is a spell and mindpower, making it benefit from cd reductions from those! Improved Adventurer 1.7.2Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. 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! Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. 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. 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 Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 44 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Silewe the whitehoof invoker at level 32 on the 8th Mirth 123rd year of Ascendancy at 21:35 / 1 |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 32 (base 10) |
| Constitution | 29 (base 15) |
| Magic | 99 (base 60) |
| Willpower | 68 (base 60) |
| Cunning | 78 (base 53) |
Resources
| Life | 680/680 |
| Mana | 201/201 |
| Healing Factor | 1.1524687383467 |
| Regeneration | 0.28811718458668 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 13 |
| Lite | 8 |
| Infravision | 14 |
| See Invisible | 29 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 39 |
| Crit Chance | 24% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 68% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Lightning | +71% |
| Light | +17% |
| Temporal | +12% |
| Nature | +12% |
| Physical | +6% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +40% |
| Cold | +45% |
| Lightning | +130% |
| Mind | +60% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 38.627929006216 (59.574340358689%) |
| Defense | 74 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 50 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 45%( 70%) |
| Cold | + 50%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 31%( 70%) |
| Temporal | + 32%( 70%) |
| Physical | + 34%( 70%) |
| Mind | + 48%( 70%) |
| Fire | + 52%( 70%) |
| Lightning | + 68%( 70%) |
Defense: Immunities
| Pinning Resistance | 93% |
| Confusion Resistance | 64% |
| Instadeath Resistance | 100% |
| Stun Resistance | 46% |
| Poison Resistance | 28% |
| Blind Resistance | 49% |
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 965 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: 14 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 263 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: 13 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 1861% for 10 turns (134 total) and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 853% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Storm | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Hurricane |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Arcane Power |
| talent | Thunderstorm |
| talent | Disruption Shield |
| talent | Tempest |
| talent | Feather Wind |
| talent | Essence of Speed |
| talent | Phantasmal Shield |
| talent | Shielding |
| talent | Chant of Fortress |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Salulelaith the orc cryomancer. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Ce'Ninne the master vampire. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Zemia. Escort: temporal explorer (level 3 of Old Forest) | failed |
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 |
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 fire 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You met a beggar who turned out to be a Naloren searching for aid for their people. * You promised to investigate the caves and quell the disturbance within. | 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 unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 661. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | active |
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 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 within15 lumberjacks have died. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Quenchpride' (20 def, 8 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% cold +6% physical Ignore resists +20% cold defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +3% Resistance +7% fire +2% physical +11% cold Unlife -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Frost Treads. |
| Light source | Poromida the Nightwither1.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag +4 Con offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) When Hit 10 fire On-Hit (Melee): * 10% chance to reduce damage dealt by 26% defense ------ Resistance +7% blight +7% fire +8% darkness other ------- Light +8 Infravision +4 See Invisibility +20 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 19 blight damage or heals 28 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Tempestwake the voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +14 Dex +14 Cun +4 Con offense ------ Ignore resists +5% lightning Ignore Armor +8 defense ------ Armor +5 Fatigue +5% other ------- EQ when Hit +0.08 Hate-on-crit +3.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 172.5 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Aletta's Diadem. |
| Tool | overpowered iron torque of psionic shield [power 43] (37 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 37 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Stormenvy0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun +5 Mag offense ------ Critical power +15.00% Spellpower +11 (+3 eff.) Damage +9% lightning Ignore resists +25% lightning When Hit 10 lightning defense ------ Resistance +24% lightning Mind save +6 (+2 eff.) other ------- EQ when Hit +0.20 Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Physical Power +11 (+6 eff.) Spellpower +10 (+3 eff.) Mindpower +9 (+3 eff.) Ignore resists +15% mind +15% acid Accuracy +10 (+3 eff.) Ignore Armor +11 When Hit 4 acid defense ------ Defense +13 (+3 eff.) Resistance +38% acid +22% fire +18% lightning +22% cold Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | hardened leather belt 'Vorudatira'1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Damage +6% temporal Ignore Armor +5 defense ------ Defense +15 (+4 eff.) Fatigue -7% Resistance +6% mind Unlife -80.00 life other ------- Encumbrance +38 A belt that goes around your waist. |
| In main hand | yew vilestaff 'Elywyn' (120% power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Spell Crit +11% Critical power +13.00% Spellpower +20 (+5 eff.) Damage +20% lightning defense ------ Crit Resistance 15.00% Mind save +3 (+1 eff.) other ------- Mana/turn +0.22 Max hate +8.00 Talents +1 Command Staff On Spell Hit: 10% Channel Staff level 2 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Ce'Nemira (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Cun +6 Con offense ------ Spell Crit +13% Spellpower +13 (+4 eff.) Damage +17% light +6% temporal +13% darkness +12% nature defense ------ Resistance +9% temporal +13% all Spell save +23 (+7 eff.) Poison Resist +28% Disease Resist +24% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Robes of Deflection. |
| Cloak | Skyedge (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +7 Dex +7 Mag offense ------ Ignore resists +10% lightning Accuracy +23 (+7 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +6% mind Life +60.00 other ------- Max stamina +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wind's Whisper. |
| Around neck | Betotira the Lightninglord0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil offense ------ Mindpower +12 (+4 eff.) Damage +15% lightning Ignore resists +20% mind +15% lightning defense ------ Resistance +18% mind Mind save +5 (+1 eff.) Blind Resist +34% Confus Resist +54% other ------- Infravision +9 Sight +2 See Invisibility +9 Amulets make your neck look great! |
Inventory
Elixir of Invulnerability2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
healing infusion of the wizard (heal 243; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 243 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -336; dur 6; cd 28)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -336 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 336 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -649; dur 7; cd 31)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -649 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 649 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 981%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 981% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 20%; mental, physical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 6; phase 18; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 16; cd 11)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 31; resist 41%; move 47%; dur 5; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 41% all resistance, you move 47% faster, and you are invisible (power 31). 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. |
shatter afflictions rune (absorb 99; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 99 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. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 174; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 174 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. 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 |
shielding rune (absorb 446; dur 5; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 446 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 29; blocks 6; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 6 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 52; cd 10)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Pendant of the Deep Pendant of the Deep0.1 Encumbrance T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag offense ------ Damage +10% cold defense ------ Resistance +20% cold other ------- Mana/turn +0.50 On Spell Hit: 15% Ice Shards level 1 The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
grounding copper amulet of strength (+3) =3 str=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.2 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (173). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Velalrawe the Deepsviper =11 cun=0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +11 Cun offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 26% defense ------ Resistance +6% acid +12% fire +6% cold +9% physical other ------- Stamina/turn +0.60 Amulets make your neck look great! |
Porolralle0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Resistance +6% mind +3% darkness Unlife -60.00 life Life +60.00 Silence Resist +10% Rings make your fingers look great! |
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. |
gladiator's gold ring of frost (+26%) =6 con=0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +7 (+4 eff.) Damage +13% cold defense ------ Resistance +26% cold Rings make your fingers look great! |
gladiator's gold ring of luminosity =5 con=0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +4 Mag +5 Con offense ------ Physical Power +6 (+3 eff.) On-Hit 14 light On-Ranged-Hit 14 light Damage +12% light Rings make your fingers look great! |
savage's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +3 Con defense ------ Spell save +12 (+4 eff.) Life +63.00 Life Regen +10.00 Healmod +12% other ------- Max stamina +15.00 Rings make your fingers look great! |
savior's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Life +58.00 Life Regen +10.00 Healmod +14% Rings make your fingers look great! |
wizard's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +5 Mag offense ------ On-Hit 19 physical On-Ranged-Hit 17 physical On-Hit (Melee): * 16% chance to reduce all saves and defense by 32 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 32 defense ------ Spell save +10 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
sneakthief's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +7 Dex offense ------ Accuracy +13 (+4 eff.) defense ------ Life +45.00 Life Regen +9.00 Healmod +14% Rings make your fingers look great! |
Burngore the ash starstaff (111% power, 3 apr, darkness element) =8 con=5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +8 Con offense ------ Spell Crit +11% Critical power +12.00% Spellpower +14 (+4 eff.) Damage +15% darkness +9% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% light +3% fire Life Regen +1.50 Healmod +24% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glimina the yew vilestaff (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Spell Crit +8% Critical power +20.00% Spellpower +29 (+7 eff.) Damage +20% darkness Ignore resists +15% acid Ignore Shields +30% defense ------ Physical save +8 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (136% power, 8 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Gravity pin Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+7 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 3.0 Power cost 14 out of 14/14. Range 6 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 114.50 physical (gravity) damage. Each target moved beyond the first increases the damage by 14.31 (up to a maximum of 57.25 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 127% Range: 1.0x-1.2x Uses 125% Mag Damage Fire Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+7 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Sparkpython (129% power, 5 apr, light element)5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Spellpower +12 (+3 eff.) Damage +25% light Ignore resists +10% lightning +15% mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted elven-wood magestaff of wizardry (129% power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +10% Spellpower +20 (+5 eff.) Damage +25% fire other ------- Vim-on-crit +3.00 Max mana +46.00 Max vim +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's dwarven-steel battleaxe of rage (135% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego++] Arcane/Master Weapon Damage 135% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +14 blight On Hit: 20% Epidemic level 3 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 32 While equipped: Stats +9 Str offense ------ Damage +13% physical Accuracy +12 (+4 eff.) defense ------ Disease Resist +28% Massive two-handed battleaxes. |
quick voratun greatsword of amnesia (172% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master/Psionic Weapon Damage 173% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +6 Dex offense ------ Combat Speed +10% Accuracy +27 (+9 eff.) Massive two-handed swords. |
blazebringer's dwarven-steel mace of projection (132% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego++] Nature/Psionic Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +46 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Global Speed +5% Ignore resists +17% fire Blunt and deadly. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Focus Whip (118% power, 7 apr)3.0 Encumbrance T3 whip 1H weapon [Unique] Psionic Weapon Damage 119% Range: 1.0x-1.1x Uses 20% Wil, 10% Cun, 70% Dex Damage Mind Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Accuracy Stat Wil Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% On Critical: * Try to fry your enemies brain (25% chance to brainlock) While equipped: offense ------ Mind Crit +3% Mindpower +10 (+3 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
windwalling dwarven-steel shield (0 def, 6 armour, 132% power, 83.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Psionic When used to Attack: Weapon Damage 133% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 On-hit +17 physical While equipped: Stats +3 Wil defense ------ Armor +6 Fatigue +8% Resistance +12% physical Windwall +69 Slow Projectiles +18% other ------- Talents +1 Block Handheld deflection devices. |
Amygar the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +11 Mag +3 Wil offense ------ Spell Crit +8% Spellpower +9 (+3 eff.) Spellpower/crit +4 Ignore Shields +20% defense ------ Resistance +9% all Silence Resist +28% other ------- Max mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 53.99 to 67.49 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
woollen robe 'Thunderbrand' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +2% Spellpower +4 (+1 eff.) Damage +12% lightning +10% temporal +7% arcane Ignore resists +15% cold When Hit 6 lightning defense ------ Resistance +12% acid +9% lightning +9% all other ------- Max mana +33.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Glyleta the Hazeknight (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +5 Cun offense ------ Spell Crit +9% Spellpower +9 (+3 eff.) Damage +18% lightning +25% light +19% darkness Ignore resists +25% light +10% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 defense ------ Resistance +6% lightning +6% cold +12% mind +13% all other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 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. |
enlightening drakeskin leather armour of resilience (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Nature/Psionic While equipped: Stats +6 Cun +7 Wil defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Mind save +19 (+6 eff.) Life +52.00 A suit of armour made of leather. |
impenetrable stralite mail armour of cold resistance (4 def, 17 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Master While equipped: defense ------ Armor +17 Defense +4 (+1 eff.) Fatigue +12% Resistance +17% cold A suit of armour made of mail. |
dwarven-steel plate armour 'Radhygrim' (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Nature While equipped: defense ------ Armor +11 Fatigue +22% Resistance +10% acid +10% physical +9% darkness +11% lightning +17% fire +5% arcane +11% cold Spell save +6 (+2 eff.) Mind save +18 (+6 eff.) Blind Resist +20% Disarm Resist +32% Confus Resist +20% Stun Resist +29% Knockbk Resist +32% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
radiant dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego+] Nature While equipped: Stats +3 Wil defense ------ Armor +11 Fatigue +22% Resistance +11% blight +19% darkness other ------- Light +1 A suit of armour made of metal plates. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Chargevalor the hardened leather belt =21 fire res=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Physical Crit +10.0% Mind Crit +10% Damage +24% lightning +6% fire When Hit 10 lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% lightning +21% fire A belt that goes around your waist. |
cashmere cloak 'Vileglean' (2 def, 10 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +3% nature defense ------ Armor +10 Defense +2 (+1 eff.) Resistance +6% blight +18% cold +9% mind +12% temporal Life +100.00 Healmod +5% Disease Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Obsidianking (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +4 Con offense ------ Damage +3% darkness +9% temporal Ignore resists +20% darkness +10% temporal defense ------ Defense +3 (+1 eff.) Resistance +6% temporal Physical save +9 (+4 eff.) Spell save +9 (+3 eff.) Mind save +7 (+2 eff.) Unlife -50.00 life Life +59.00 other ------- Stamina/turn +1.20 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Skyreign' (3 def, 11 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil offense ------ Damage +9% acid Accuracy +28 (+9 eff.) When Hit 6 lightning defense ------ Armor +11 Defense +3 (+1 eff.) Fatigue -8% Resistance +15% acid +30% cold +9% lightning Mind save +13 (+4 eff.) Life +97.00 Disease Resist +15% other ------- Max stamina +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was changed by the digestive sack. |
invigorating pair of hardened leather boots of massiveness (0 def, 3 armour) =7 con=2.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats +5 Str +7 Con offense ------ Move Speed +10% Damage +7% physical defense ------ Armor +3 Fatigue -7% Life +36.00 other ------- Stamina/turn +0.40 Size +1 A pair of boots made of leather. |
Thundernail the hardened leather gloves (20 def, 14 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Physical Power +25 (+11 eff.) On-Hit 8 mind Damage +6% lightning +5% mind +6% acid Ignore resists +10% lightning defense ------ Armor +14 Defense +20 (+5 eff.) Resistance +7% mind +3% lightning 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. |
sand hardened leather gloves of strength (+2) (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+4 eff.) On-Hit 6 physical Damage +4% physical defense ------ Armor +7 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. |
drakeskin leather gloves 'Dagaregodan' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +10 Mag +7 Wil +1 Con offense ------ Spellpower +32 (+8 eff.) Spellpower/crit +2 On-Hit 15 arcane Damage +7% arcane Ignore Shields +30% Accuracy +32 (+10 eff.) defense ------ Armor +3 Resistance +7% arcane Physical save +8 (+4 eff.) Mind save +7 (+2 eff.) Disarm Resist +34% other ------- Vim-on-crit +1.00 See Invisibility +3 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. |
Yvuvena the Frigidvault (30 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Accuracy +14 (+4 eff.) defense ------ Armor +2 Defense +30 (+7 eff.) Fatigue +3% Resistance +6% cold Mind save +9 (+3 eff.) Unlife -40.00 life Disarm Resist +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. |
psion's cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Mind Crit +3% Spellpower +4 (+1 eff.) Mindpower +8 (+2 eff.) Damage +10% mind defense ------ Defense +2 (+1 eff.) Resistance +11% mind Physical save +8 (+4 eff.) Mind save +8 (+2 eff.) other ------- Max psi +25.00 A pointy cloth hat, very wizardly... |
Naloren Cap (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Master While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
Steel Helm of Garkul (0 def, 6 armour) =5 con=3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
10 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. |
5 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
7 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. |
6 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. |
7 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. |
2 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. |
12 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
10 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. |
13 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. |
3 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. |
7 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. |
5 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 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
2 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. |
3 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal 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. |
1038 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 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. |
Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% fire +6% cold +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 44.36 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Boltkill0.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: Stats +5 Mag offense ------ Spellpower +10 (+3 eff.) Ignore resists +5% lightning +5% arcane When Hit 2 lightning defense ------ Resistance +24% lightning other ------- Light +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
Stormresolve1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +15% lightning +15% temporal +21% darkness When Hit 4 darkness defense ------ Resistance +24% lightning other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
Burntide [power 260] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% arcane Ignore resists +10% fire defense ------ Resistance +9% cold +9% darkness +3% nature Crit Resistance 15.00% Physical save +18 (+8 eff.) Spell save +9 (+3 eff.) Blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Eilinybrewyn the Willowwhisper [power 210] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% nature +6% temporal Ignore resists +25% nature +20% temporal On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Resistance +6% lightning Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 223 physical damage Puts all charms on 15 turn cooldown 100% to heal for 60. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of mindblast [power 265] (11 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 265 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of psionic shield [power 89] (20 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 89 for 5 turns Puts all charms on 20 turn cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging 'Xerivena' [power 218] (15 cooldown) =5 con=2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +5 Con offense ------ Mind Crit +2% Mindpower +15 (+5 eff.) defense ------ Crit Resistance 15.00% other ------- EQ when Hit +0.08 Psi when Hit +0.20 Light +3 Sting an enemy dealing 244 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to heal for 60. Natural totems are made by powerful wilders to store nature power. |
overpowered elm wand of lightning storm [power 152] (21 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 51 lightning damage and will be dazed for 1 turn (259 total damage) Puts all charms on 21 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing ash wand of shielding [power 182] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 295 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown 100% to heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Zemia the Higher Archmage level 41
24th Haze 123rd year of Ascendancy at 14:11 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Zemia the Higher Archmage level 35
59th Dusk 123rd year of Ascendancy at 12:45 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Zemia the Higher Archmage level 41
22nd Haze 123rd year of Ascendancy at 19:51 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Zemia the Higher Archmage level 34
32nd Dusk 123rd year of Ascendancy at 18:56 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zemia the Higher Archmage level 12
4th Haze 122nd year of Ascendancy at 19:51 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Zemia the Higher Archmage level 43
41st Haze 123rd year of Ascendancy at 10:35 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Zemia the Higher Archmage level 33
9th Mirth 123rd year of Ascendancy at 16:27 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Zemia the Higher Archmage level 32
6th Mirth 123rd year of Ascendancy at 18:45 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Zemia the Higher Archmage level 24
30th Regrowth 123rd year of Ascendancy at 10:19 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zemia the Higher Archmage level 34
34th Dusk 123rd year of Ascendancy at 06:48 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Zemia the Higher Archmage level 33
9th Mirth 123rd year of Ascendancy at 22:21 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zemia the Higher Archmage level 35
59th Dusk 123rd year of Ascendancy at 13:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zemia the Higher Archmage level 10
70th Dusk 122nd year of Ascendancy at 09:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zemia the Higher Archmage level 20
7th Decay 122nd year of Ascendancy at 01:38 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Zemia the Higher Archmage level 30
74th Pyre 123rd year of Ascendancy at 10:56 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Zemia the Higher Archmage level 40
19th Haze 123rd year of Ascendancy at 22:05 see stats
Matrix style! (Insane (Roguelike) difficulty)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Zemia the Higher Archmage level 6
75th Pyre 122nd year of Ascendancy at 08:07 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Zemia the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 04:47 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Zemia the Higher Archmage level 25
74th Regrowth 123rd year of Ascendancy at 03:55 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Zemia the Higher Archmage level 36
11st Haze 123rd year of Ascendancy at 16:17 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Zemia the Higher Archmage level 24
50th Regrowth 123rd year of Ascendancy at 06:19 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Zemia the Higher Archmage level 44
41st Haze 123rd year of Ascendancy at 12:36 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Zemia the Higher Archmage level 35
59th Dusk 123rd year of Ascendancy at 12:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zemia the Higher Archmage level 6
1st Mirth 122nd year of Ascendancy at 02:27 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Zemia the Higher Archmage level 35
59th Dusk 123rd year of Ascendancy at 12:45 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zemia the Higher Archmage level 33
7th Flare 123rd year of Ascendancy at 06:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zemia the Higher Archmage level 24
51st Regrowth 123rd year of Ascendancy at 02:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zemia the Higher Archmage level 17
62nd Haze 122nd year of Ascendancy at 11:51 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Zemia the Higher Archmage level 32
8th Mirth 123rd year of Ascendancy at 21:35 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Zemia the Higher Archmage level 40
22nd Haze 123rd year of Ascendancy at 13:36 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Zemia the Higher Archmage level 32
6th Mirth 123rd year of Ascendancy at 20:54 see stats
Log
Zemia activates Hurricane.
Zemia deactivates Keen Senses.
Zemia activates Keen Senses.
Zemia deactivates Arcane Shield.
Zemia activates Arcane Shield.
Zemia deactivates Chant of Fortress.
Zemia activates Chant of Fortress.
Zemia deactivates Thunderstorm.
The furious lightning storm around Zemia calms down and disappears.
Zemia activates Thunderstorm.
A furious lightning storm forms around Zemia!
Zemia deactivates Essence of Speed.
Zemia activates Essence of Speed.
Zemia deactivates Tempest.
Zemia activates Tempest.
Zemia deactivates Feather Wind.
Zemia activates Feather Wind.
Zemia deactivates Phantasmal Shield.
Zemia activates Phantasmal Shield.
Zemia deactivates Shielding.
Zemia activates Shielding.
Zemia deactivates Arcane Power.
Zemia activates Arcane Power.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Disruption Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Message from DarkGod:
Avast ye matey! 'tis pirate day!
[Ya got new talent learnt, check it out!]
Today is the 41st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 14:20.
Ran for 2 turns (stop reason: hostile spotted to the west (Bethywe the armoured skeleton warrior)).
The furious lightning storm around Zemia calms down and disappears.
















































































































































