















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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! 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Alchemist |
| Level / Exp | 50 / 3076% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 34 (base 13) |
| Dexterity | 73 (base 64) |
| Constitution | 82 (base 31) |
| Magic | 113 (base 66) |
| Willpower | 27 (base 9) |
| Cunning | 78 (base 62) |
Resources
| Life | 1547/1547 |
| Mana | 326/326 |
| Healing Factor | 1.4294172276306 |
| Regeneration | 0.35735430690766 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +28.4811719639% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 53.214212148624 |
| See Invisible | 67.214212148624 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 53 |
| Crit Chance | 77% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 53 |
| Crit Chance | 82% |
| APR | 67 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 92 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Arcane | +45% |
| Cold | +36% |
| All | +19% |
| Lightning | +121% |
| Light | +29% |
| Physical | +33% |
| Darkness | +34% |
| Fire | +33% |
| Nature | +37% |
Offense: Damage Penetration
| Lightning | +40% |
| Temporal | +50% |
| Arcane | +49% |
| Cold | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 27.807475963052 (35.65183292883%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 69 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 51%( 70%) |
| Cold | + 54%( 70%) |
| All | + 34%( 70%) |
| Darkness | + 68%( 70%) |
| Physical | + 55%( 70%) |
| Temporal | + 62%( 70%) |
| Lightning | + 70%( 70%) |
| Mind | + 36%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Silence Resistance | 80% |
| Instadeath Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 64 up to 6 times. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 6 times. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous 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 74.66 physical damage and 153.81 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Energy alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Lightning Infusion |
| talent | Defensive Posture |
| talent | Living Lightning |
| talent | Ice Core |
| talent | Body of Fire |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Xerurenor the giant eel. Escort: lost defiler (level 2 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Betyriarin the mountain troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Silinn the stone troll. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by Xeruth the wolf. Escort: temporal explorer (level 4 of Old Forest) | failed |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3770. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Zeretir the pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Nature While equipped: Stats +5 Mag offense ------ Move Speed +10% Ignore resists +25% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Fatigue -4% Resistance +5% arcane +6% temporal Life +54.00 Silence Resist +50% Confus Resist +41% Stun Resist +40% other ------- Stamina/turn +0.70 Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 506 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. |
| Light source | Dourbender the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +3 Con offense ------ Accuracy +15 (+5 eff.) Ignore Armor +9 When Hit 10 darkness defense ------ Defense +10 (+2 eff.) Physical save +13 (+4 eff.) Spell save +15 (+4 eff.) Mind save +13 (+4 eff.) Unlife -80.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | voratun torque of mindblast 'Harenarifang' [power 375] (9 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats +1 Mag offense ------ Spell Crit +7% Spellpower +15 (+3 eff.) Damage +3% arcane Ignore Shields +30% other ------- Mana-on-crit +2.00 Blast the opponent's mind dealing 446 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to gain a 30% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 4.4 Power cost 4 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 363.51 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| On fingers | Issirath0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +6 Mag offense ------ Spell Crit +4% Physical Power +32 (+9 eff.) Spellpower +57 (+11 eff.) Mindpower +24 (+8 eff.) Spellpower/crit +8 Damage +7% all defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.1 Encumbrance T4 amulet jewelry [Unique] While equipped: Stats +5 Mag +30 Con offense ------ Damage +10% lightning +10% fire +10% cold defense ------ Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Stun Resist +60% other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Amulets make your neck look great! |
| In main hand | Venomobsidian the dragonbone starstaff (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +19% Critical power +52.00% Physical Power +9 (+3 eff.) Spellpower +28 (+6 eff.) On-Hit 33 fire Damage +30% lightning +3% cold +18% nature Ignore resists +10% cold Accuracy +12 (+4 eff.) defense ------ Resistance +9% nature other ------- See Invisibility +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | 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. |
| In off hand | voratun dagger 'Smolderglory' (148% power, 30 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 148% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +30 Critical Rate +10.0% Attack Speed 100% Ignore Shields +16% On-hit +8 mind On-Hit, radius 1 +8 mind On Hit: * 21% chance to reduce all saves and defense by 28 While equipped: offense ------ Physical Crit +27.0% Critical power +59.00% Ignore Armor +28 When Hit 2 fire defense ------ Resistance +3% mind +9% fire Sharp, short and deadly. |
| Cloak | Lightningenvy (16 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: offense ------ Spell Crit +6% Critical power +26.00% Spellpower +7 (+2 eff.) Damage +8% arcane Ignore resists +14% arcane +15% lightning defense ------ Defense +16 (+3 eff.) Resistance +18% lightning +25% temporal +5% arcane +28% darkness Physical save +13 (+4 eff.) Out-of-Phase Defense +30 Out-of-Phase Resistance +14% Out-of-Phase Resilience +28% other ------- Max mana +65.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Shadebearer' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Spell Crit +20% Spellpower +33 (+7 eff.) Damage +15% darkness +28% lightning defense ------ Resistance +42% lightning +12% temporal +3% darkness +15% all Spell save +27 (+7 eff.) Stun Resist +60% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.34 Max mana +98.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 78; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 267; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 267 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. |
healing infusion of the wizard (heal 266; 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 266 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. |
regeneration infusion of the psychic (heal 185; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 185 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 434; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 434 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 484; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 484 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 558; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 558 life over 5 turns. 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. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of the Rift (258.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 307.02 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 275; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 275.37 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 8; phase 23; cd 16)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 8 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 23%, your defense is increased by 23 and all your resistances by 23%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 180; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 180 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 404; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 63; blocks 6; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 63 up to 6 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 59; blocks 7; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 59 up to 7 times. 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. |
teleportation rune (range 58; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 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. |
teleportation rune of the duelist (range 144; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 144 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 72; cd 11)0.1 Encumbrance rune scroll [Ego] 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 72 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 148; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 148 with a minimum range of 15. 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Adydhemira the Shadowjustice0.1 Encumbrance T4 amulet jewelry [Rare] Arcane While equipped: Stats +6 Wil offense ------ Critical power +17.00% Spellpower +13 (+3 eff.) Damage +13% blight +13% fire +27% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Resistance +12% mind Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Vim-on-crit +2.02 Amulets make your neck look great! |
Aroth the Dazzlecast0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Str offense ------ Damage +15% light defense ------ Resistance +20% blight +9% fire +18% light other ------- Light +3 Amulets make your neck look great! |
Blazebiter the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Physical Crit +5.0% Critical power +20.00% Damage +12% lightning +9% arcane defense ------ Armor +4 Defense +20 (+4 eff.) Resistance +5% arcane Physical save +19 (+5 eff.) Spell save +18 (+5 eff.) Mind save +19 (+6 eff.) Amulets make your neck look great! |
Demonsquall the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun offense ------ Damage +9% lightning +15% darkness +24% mind When Hit 8 mind 10 darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 3.0 Power cost 18 out of 60/60. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 32 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Salebeth the Chillwend0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: offense ------ Critical power +14.00% Spellpower +9 (+2 eff.) Damage +9% blight +9% fire +27% cold +15% temporal Ignore resists +15% blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +20% blight 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: 4.0 Power cost 22 out of 36/36. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (192). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
Unrimaneg the Pitchfurnace0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane While equipped: Stats +10 Mag offense ------ Spell Crit +9% Spellpower +11 (+2 eff.) On-Hit 10 light 11 darkness Damage +15% acid +15% darkness +13% light +14% fire +14% cold +9% mind +15% lightning When Hit 6 darkness When Hit: * 13% chance to blind * 12% chance to reduce damage dealt by 23% defense ------ Resistance +15% mind +6% darkness Amulets make your neck look great! |
Vipermalice0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Dex offense ------ Ignore resists +15% nature +20% lightning On-Hit (Melee): * 20% chance to slow global speed by 55% * 20 arcane resource burn defense ------ Resistance +15% nature +27% fire Amulets make your neck look great! |
Vorariakira the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con offense ------ Physical Power +7 (+2 eff.) Combat Speed +10% Damage +7% physical defense ------ Defense +15 (+3 eff.) Resistance +13% mind Physical save +13 (+4 eff.) Spell save +15 (+4 eff.) Unlife -40.00 life Life +49.00 Life Regen +4.00 Confus Resist +29% Knockbk Resist +20% Amulets make your neck look great! |
clarifying voratun amulet of constitution (+8)0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats +8 Con defense ------ Resistance +13% mind Confus Resist +31% Amulets make your neck look great! |
copper amulet 'Zanurin'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex +2 Mag offense ------ Physical Crit +2.0% defense ------ Defense +5 (+1 eff.) Resistance +13% mind Physical save +12 (+3 eff.) Confus Resist +21% Amulets make your neck look great! |
savior's voratun amulet of dexterity (+7)0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex defense ------ Physical save +14 (+4 eff.) Spell save +17 (+5 eff.) Mind save +24 (+7 eff.) Amulets make your neck look great! |
voratun amulet of the eclipse0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 15 light 15 darkness Damage +15% light +15% darkness When Hit: * 14% chance to reduce damage dealt by 23% * 15% chance to blind Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
Blasttrail0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +18% lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Resistance +18% acid +6% light Life Regen +3.00 Healmod +15% Stun Resist +45% Rings make your fingers look great! |
Blindbolt the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str +3 Dex +1 Mag +3 Cun offense ------ Damage +13% physical Ignore resists +15% light defense ------ Resistance +13% physical other ------- See Invisibility +6 Rings make your fingers look great! |
Camemas the Glowpiety0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +2 Mag defense ------ Resistance +15% light Mind save +9 (+3 eff.) Confus Resist +35% other ------- Infravision +3 See Invisibility +6 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. |
Lorivon0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +11% light +6% temporal Ignore resists +25% temporal defense ------ Resistance +22% light +6% temporal Rings make your fingers look great! |
Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+6 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Polomina the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +6 Mag +12 Wil +9 Cun +3 Con offense ------ Spellpower +11 (+2 eff.) Mindpower +10 (+4 eff.) defense ------ Mind save +6 (+2 eff.) Life +30.00 Disarm Resist +40% Pinning Resist +42% Knockbk Resist +24% other ------- Max hate +6.00 Rings make your fingers look great! |
Radhiharadig the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Mag +7 Wil +9 Cun +1 Con offense ------ Spellpower +14 (+3 eff.) On-Hit 35 physical On-Ranged-Hit 35 physical Damage +12% mind On-Hit (Melee): * 18% chance to reduce all saves and defense by 28 On-Hit (Ranged): * 17% chance to reduce all saves and defense by 28 defense ------ Defense +30 (+6 eff.) Life Regen +6.00 Stun Resist +44% other ------- Psi when Hit +0.08 Hate-on-crit +3.00 Max hate +12.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 2.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Radhirion the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% light defense ------ Resistance +9% lightning +12% fire +33% light Crit Resistance 15.00% Life +100.00 Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Runiganeg the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +8 Wil +7 Cun offense ------ Mindpower +9 (+3 eff.) Damage +11% cold Ignore resists +10% physical Accuracy +5 (+2 eff.) defense ------ Armor +4 Resistance +22% cold Unlife -40.00 life Life +36.00 Disarm Resist +37% Pinning Resist +36% Knockbk Resist +44% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
Searenvy0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Wil +8 Cun +5 Con offense ------ Mindpower +13 (+5 eff.) Ignore resists +10% fire On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% blight Spell save +18 (+5 eff.) Mind save +12 (+4 eff.) Life Regen +6.00 Stun Resist +62% Knockbk Resist +20% other ------- Max stamina +32.00 Rings make your fingers look great! |
Splendourglamour the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Mag offense ------ Damage +12% acid +6% light On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +24% acid +27% fire +6% light Crit Resistance 15.00% Spell save +6 (+2 eff.) Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Urahek the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Con offense ------ Physical Power +13 (+4 eff.) Damage +3% arcane +18% fire defense ------ Defense +15 (+3 eff.) Resistance +36% fire Life +84.00 Life Regen +17.00 Healmod +39% Pinning Resist +21% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.26 cold and 14.92 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
Weepbraze0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +18% acid Ignore resists +25% mind +25% darkness +25% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 23% * 20% chance to reduce all saves and defense by 28 defense ------ Resistance +36% acid +20% nature Rings make your fingers look great! |
copper ring 'Blindbright'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% nature +6% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Resistance +12% acid Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
gladiator's gold ring of lightning (+26%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +10 (+3 eff.) Damage +13% lightning defense ------ Resistance +26% lightning Rings make your fingers look great! |
gladiator's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +11 (+3 eff.) Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Power +10 (+3 eff.) Spellpower +11 (+2 eff.) Mindpower +10 (+4 eff.) Damage +14% mind Ignore Shields +10% defense ------ Resistance +14% mind +6% nature Mind save +6 (+2 eff.) Life +40.00 Life Regen +4.00 Healmod +5% Disarm Resist +10% Stun Resist +62% Knockbk Resist +20% Rings make your fingers look great! |
gold ring 'Sleetlace'0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +4 Dex +3 Con offense ------ Damage +3% arcane Ignore resists +25% arcane Accuracy +8 (+3 eff.) defense ------ Resistance +5% arcane +6% cold Spell save +12 (+3 eff.) Life +31.00 Disarm Resist +23% Pinning Resist +26% Knockbk Resist +20% other ------- Max stamina +20.00 Rings make your fingers look great! |
gold ring of warding0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +14% acid +16% fire +15% lightning +12% cold Rings make your fingers look great! |
marksman's stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun +5 Dex offense ------ On-Hit 18 physical On-Ranged-Hit 11 physical Accuracy +10 (+4 eff.) On-Hit (Melee): * 17% chance to reduce all saves and defense by 28 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 28 other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 2.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
pixie's voratun ring of speed0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +5 Mag offense ------ Spellpower +12 (+3 eff.) Move Speed +17% Accuracy +10 (+4 eff.) defense ------ Defense +15 (+3 eff.) Blinding Speed: Puts all charms on 24 turn cooldown Effective talent level: 4.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
rogue's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun offense ------ Accuracy +9 (+3 eff.) Ignore Armor +11 defense ------ Defense +19 (+3 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 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! |
sneakthief's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
sneakthief's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +8 Dex offense ------ Accuracy +11 (+4 eff.) Rings make your fingers look great! |
titan's gold ring of corrosion (+20%)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +10% acid defense ------ Resistance +20% acid Physical save +8 (+2 eff.) Rings make your fingers look great! |
treant's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +11 (+4 eff.) Ignore Armor +11 defense ------ Defense +11 (+2 eff.) Resistance +9% nature +7% blight Poison Resist +18% Disease Resist +24% Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 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! |
voratun ring0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
voratun ring 'Runaziladil'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +6 Con offense ------ Physical Crit +2.0% Physical Power +10 (+3 eff.) Damage +20% acid Accuracy +5 (+2 eff.) When Hit 2 blight defense ------ Resistance +70% acid +21% fire +27% lightning +27% cold Physical save +6 (+2 eff.) Spell save +17 (+5 eff.) other ------- Stamina/turn +3.00 Max stamina +70.00 Rings make your fingers look great! |
inquisitor's voratun battleaxe of erosion (171% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature/Disrupt Weapon Damage 172% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +28 nature On Critical: * Deals 76 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed battleaxes. |
voratun battleaxe 'Shimmerrace' (170% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Rare] Nature Weapon Damage 170% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +20 arcane While equipped: Stats +19 Str +19 Dex +29 Mag +19 Wil +22 Cun +14 Con offense ------ Damage +12% lightning defense ------ Resistance +24% acid other ------- Light +4 See Invisibility +27 Massive two-handed battleaxes. |
Gloruldassra the steel dagger (105% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 106% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Critical power +20.00% Physical Power +9 (+3 eff.) Damage +24% mind Ignore resists +10% acid +9% physical +10% mind On-Hit (Melee): * 20% chance to reduce armor by 48% defense ------ Resistance +6% mind Mind save +9 (+3 eff.) Disarm Resist +18% Sharp, short and deadly. |
Life Drinker (152% power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 152% Range: 1.0x-1.3x Uses 55% Mag, 35% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+3 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 24 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 23.39 acid and 23.39 blight damage. If not cleared after five turns it will inflict 132.83 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (150% power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 150% Range: 1.0x-1.3x Uses 35% Str, 35% Dex, 30% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
acidic voratun dagger of rage (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 235 damage over 5 turns and reducing armor and accuracy by 30 While equipped: Stats +11 Str offense ------ Damage +15% physical Accuracy +25 (+8 eff.) Sharp, short and deadly. |
steel dagger 'Blindknight' (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Psionic Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +16 darkness 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: defense ------ Defense +30 (+6 eff.) Resistance +6% temporal Crit Resistance 15.00% Physical save +15 (+4 eff.) Silence Resist +20% Sharp, short and deadly. |
hateful voratun greatmaul of amnesia (180% power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Psionic Weapon Damage 181% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +24 darkness Damage Against +23% Living On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed mauls. |
acidic voratun longsword of shearing (151% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 152% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 235 damage over 5 turns and reducing armor and accuracy by 30 While equipped: offense ------ Ignore resists +15% all Accuracy +25 (+8 eff.) Ignore Armor +12 Sharp, long, and deadly. |
halfling drakeskin leather sling of lightning4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +25 lightning While equipped: offense ------ Damage +22% lightning +22% physical other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+9 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max 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 120 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." |
Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
dragonbone starstaff (136% power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon [Normal] Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of the prodigy (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +20 Mag +19 Wil +15 Cun offense ------ Spell Crit +5% Spellpower +28 (+6 eff.) Spellpower/crit +10 Damage +30% lightning +30% cold +30% arcane +30% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of greater warding (136% power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +38.00% Spellpower +25 (+5 eff.) On-Hit 31 fire Damage +30% cold defense ------ Armor +11 Defense +12 (+2 eff.) other ------- See Invisibility +20 Wards +3 cold Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone vilestaff (136% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +5% Spellpower +24 (+5 eff.) Damage +30% fire defense ------ Life Regen +1.60 Healmod +30% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking voratun waraxe of massacre (166% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 166% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +25 (+8 eff.) Ignore Armor +13 One-handed war axes. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+4 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Isylle1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Critical power +30.00% Mindpower +7 (+3 eff.) Ignore resists +15% temporal When Hit 4 mind defense ------ Physical save +9 (+3 eff.) other ------- Psi when Hit +0.12 Max hate +10.00 Max vim +50.00 A belt that goes around your waist. |
Leloyamnir the Scumire1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +5.0% Critical power +15.00% Physical Power +5 (+1 eff.) Spellpower +10 (+2 eff.) Damage +24% nature +3% blight Ignore resists +10% blight defense ------ Resistance +12% blight +11% fire +11% cold Mind save +12 (+4 eff.) A belt that goes around your waist. |
Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 382, based on Magic) for 10 turns. Uses 12 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
drakeskin leather belt 'Balekor'1.0 Encumbrance T5 belt armor [Random Unique] Arcane While equipped: Stats +17 Mag +19 Wil offense ------ Spell Crit +10% When Hit 6 blight defense ------ Resistance +9% blight +15% nature Spell save +9 (+3 eff.) Unlife -40.00 life Poison Resist +10% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Leluruirion'1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Mag +6 Wil +4 Cun +7 Lck offense ------ Spell Crit +3% Damage +9% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Fatigue -6% Resistance +9% acid Stealth +8 other ------- Disarm Traps +16 Encumbrance +31 Infravision +3 A belt that goes around your waist. |
ravager's drakeskin leather belt1.0 Encumbrance T5 belt armor [Ego+] Master While equipped: offense ------ Damage +25% physical Ignore resists +17% physical A belt that goes around your waist. |
rough leather belt 'Radhelathahor'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +12% cold Spell save +18 (+5 eff.) Life Regen +1.00 Healmod +12% Poison Resist +20% Teleport Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- See Invisibility +6 A belt that goes around your waist. |
cashmere cloak 'Eilinylelrakira' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Con offense ------ Critical power +34.00% Physical Power +10 (+3 eff.) Accuracy +10 (+4 eff.) Ignore Armor +13 defense ------ Defense +2 (+0 eff.) Resistance +9% acid +12% fire +15% light Stealth +9 Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 9 out of 20/20. Range 7 Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
ancient silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +9% Spellpower +23 (+5 eff.) Damage +17% temporal +11% physical Ignore resists +9% temporal +9% physical defense ------ Resistance +13% all Anomaly Control +12 Stun Resist +30% other ------- Mana/turn +0.26 Max mana +81.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +15% Spellpower +30 (+6 eff.) defense ------ Resistance +15% all other ------- Mana/turn +0.40 Max mana +78.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +9 Mag +8 Wil offense ------ Spell Crit +5% Spellpower +21 (+4 eff.) Spellpower/crit +5 Damage +19% arcane +17% temporal defense ------ Resistance +15% all Silence Resist +37% Stun Resist +60% other ------- Max mana +95.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Spell Crit +8% Critical power +15.00% Spellpower +25 (+5 eff.) defense ------ Resistance +15% all Stun Resist +60% other ------- Mana/turn +0.26 Hate-on-crit +4.00 Psi-on-crit +4.00 Max mana +71.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 268 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
dreamer's pair of voratun boots of speed (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Move Speed +25% defense ------ Armor +5 Fatigue +4% Physical save +15 (+4 eff.) Spell save +13 (+4 eff.) Mind save +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of massiveness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +10 Str +9 Con offense ------ Damage +10% physical defense ------ Armor +5 Fatigue +4% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +13% darkness +13% temporal defense ------ Armor +4 Fatigue +3% Resistance +18% darkness +16% temporal Silence Resist +31% Confus Resist +31% Stun Resist +27% Out-of-Phase Defense +15 Out-of-Phase Resistance +13% Out-of-Phase Resilience +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 Unarmed combat: Weapon Damage 126% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 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. |
Dawnpride (0 def, 11 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Critical power +20.00% Physical Power +25 (+7 eff.) Damage +15% physical defense ------ Armor +11 Fatigue +3% Resistance +6% blight +10% fire +11% cold other ------- Light +3 A cap made of leather. |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+1 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Giluroblek (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +1 Wil +10 Cun +10 Con offense ------ Mind Crit +3% Spellpower +10 (+2 eff.) Damage +20% arcane +15% mind Ignore resists +15% acid defense ------ Defense +3 (+0 eff.) Resistance +12% acid Mind save +24 (+7 eff.) other ------- Mana/turn +2.90 Mana when Hit +2.90 Max mana +92.00 Manaflow: Puts all charms on 24 turn cooldown Effective talent level: 1.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 23 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
bladed drakeskin leather cap of sanctity (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Arcane/Master While equipped: Stats +11 Str defense ------ Armor +5 Fatigue +5% Resistance +15% blight +15% darkness Spell save +15 (+4 eff.) Mind save +14 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 3.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 32 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
elven-silk wizard hat 'Koroyaleg' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +5 Con offense ------ Mind Crit +4% Mindpower +5 (+2 eff.) Damage +22% arcane When Hit 6 arcane defense ------ Defense +3 (+0 eff.) Resistance +7% lightning +4% temporal +9% light +7% fire +9% nature +5% acid +5% blight +7% cold +6% darkness Healmod +10% other ------- Psi/turn +0.40 Arcane Eye: (Instant) Puts all charms on 6 turn cooldown Effective talent level: 5.0 Power cost 6 out of 10/10. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
insulating voratun helm of knowledge (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% fire +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +10 Mag +8 Con offense ------ Mind Crit +5% Mindpower +6 (+2 eff.) Damage +20% arcane defense ------ Defense +3 (+0 eff.) other ------- Psi/turn +0.40 Arcane Eye: (Instant) Puts all charms on 6 turn cooldown Effective talent level: 5.0 Power cost 6 out of 10/10. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of sanctity (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Master While equipped: Stats +4 Wil defense ------ Armor +3 Fatigue +3% Resistance +15% blight +8% darkness Spell save +11 (+3 eff.) Mind save +12 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 3.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 32 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
multi-hued drakeskin leather armour of lightning resistance (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Nature/Master While equipped: offense ------ Mindpower +15 (+5 eff.) defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +20% acid +19% physical +20% cold +46% lightning +20% fire A suit of armour made of leather. |
Forestbane the voratun plate armour (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Crit +8.0% Physical Power +35 (+10 eff.) Damage +18% physical Ignore Armor +6 When Hit 14 physical defense ------ Armor +16 Fatigue +22% Resistance +12% acid +39% fire +12% nature +12% cold A suit of armour made of metal plates. |
prismatic voratun plate armour of implacability (0 def, 26 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Arcane/Master While equipped: defense ------ Armor +26 Fatigue +12% Resistance +20% light +18% darkness Physical save +14 (+4 eff.) A suit of armour made of metal plates. |
corrosive voratun shield of lightning resistance (+20%) (0 def, 10 armour, 180% power, 191.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Arcane/Master When used to Attack: Weapon Damage 180% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +192 On-hit +20 acid While equipped: Stats +6 Con offense ------ When Hit: * 19% chance to reduce armor by 48% defense ------ Armor +10 Fatigue +8% Resistance +20% acid +30% lightning other ------- Talents +1 Block Handheld deflection devices. |
171 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. |
259 alchemist onyx0.0 Encumbrance T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
546 alchemist lapis lazuli0.0 Encumbrance T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
57 alchemist sapphire0.0 Encumbrance T4 blue alchemist-gem [Normal] When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
107 alchemist topaz0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
15 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Damage +0% physical Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +50.00 other ------- Masteries +0.00(-) Race/Dwarf While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 18 out of 30/30. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 106.03 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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. |
voratun pickaxe 'Gloomvice' (dig speed 17 turns)3.0 Encumbrance T5 digger tool [Rare] Arcane While equipped: Stats +3 Str offense ------ Damage +21% darkness +12% cold Ignore resists +20% darkness +25% lightning When Hit 8 lightning 14 cold On-Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% blight +21% cold +21% darkness other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
36 alchemist turquoise0.0 Encumbrance T4 green alchemist-gem [Normal] When used as an alchemist bomb: Additional 30 acid damage 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+2 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 48 out of 150/150. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 60.82 cold damage and 59.48 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
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. |
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. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
47 alchemist fire opal0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
110 alchemist ruby0.0 Encumbrance T4 red alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
33 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
39 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 163% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
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. |
Ariwen the ash totem of healing [power 200] (9 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +4 Mag defense ------ Armor +10 Resistance +3% mind +6% darkness Physical save +3 (+1 eff.) Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 9 turn cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Drogen [power 434] (9 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +7 Cun offense ------ Critical power +15.00% Damage +18% mind Ignore resists +25% mind When Hit 10 mind defense ------ Resistance +9% acid +18% fire +5% arcane +9% light Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 9 turn cooldown 100% to reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of healing [power 332] (12 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 332 Puts all charms on 12 turn cooldown Natural totems are made by powerful wilders to store nature power. |
22 alchemist amethyst0.0 Encumbrance T2 violet alchemist-gem [Normal] When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Malantir [power 314] (12 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +4.0% Critical power +30.00% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 defense ------ Resistance +15% blight Unlife -60.00 life other ------- Max mana +80.00 Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive dragonbone wand of clairvoyance [power 14] (9 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 14, power 94 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 turn cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful dragonbone wand of conjuration [power 475] (9 cooldown)2.0 Encumbrance T5 wand charm [Ego] Arcane Fire a magical bolt dealing 646 cold damage Puts all charms on 9 turn cooldown 100% to increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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. |
166 alchemist diamond0.0 Encumbrance T5 white alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
107 alchemist pearl0.0 Encumbrance T5 white alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals. |
35 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
40 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
52 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
49 alchemist citrine0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
10 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By kimia the Dwarf Alchemist level 42
40th Steel 123rd year of Ascendancy at 20:02 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By kimia the Dwarf Alchemist level 50
10th Profit 123rd year of Ascendancy at 07:43 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By kimia the Dwarf Alchemist level 42
21st Steel 123rd year of Ascendancy at 05:37 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By kimia the Dwarf Alchemist level 36
10th Iron 123rd year of Ascendancy at 11:53 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By kimia the Dwarf Alchemist level 46
13rd Gold 123rd year of Ascendancy at 09:06 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By kimia the Dwarf Alchemist level 50
6th Voratun 123rd year of Ascendancy at 10:23 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By kimia the Dwarf Alchemist level 45
7th Gold 123rd year of Ascendancy at 07:48 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By kimia the Dwarf Alchemist level 30
32nd Dearth 122nd year of Ascendancy at 05:16 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By kimia the Dwarf Alchemist level 13
11st Profit 122nd year of Ascendancy at 10:17 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By kimia the Dwarf Alchemist level 50
1st Stralite 123rd year of Ascendancy at 12:21 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By kimia the Dwarf Alchemist level 44
3rd Gold 123rd year of Ascendancy at 07:33 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By kimia the Dwarf Alchemist level 36
21st Iron 123rd year of Ascendancy at 19:35 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By kimia the Dwarf Alchemist level 30
31st Dearth 122nd year of Ascendancy at 18:50 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By kimia the Dwarf Alchemist level 50
2nd Dearth 123rd year of Ascendancy at 02:09 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By kimia the Dwarf Alchemist level 23
27th Wealth 122nd year of Ascendancy at 17:18 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By kimia the Dwarf Alchemist level 37
24th Iron 123rd year of Ascendancy at 11:21 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By kimia the Dwarf Alchemist level 34
20th Shortage 122nd year of Ascendancy at 09:41 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By kimia the Dwarf Alchemist level 50
27th Wealth 123rd year of Ascendancy at 05:45 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By kimia the Dwarf Alchemist level 50
1st Stralite 123rd year of Ascendancy at 16:16 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By kimia the Dwarf Alchemist level 50
2nd Acquisition 123rd year of Ascendancy at 07:58 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 kimia the Dwarf Alchemist level 32
45th Dearth 122nd year of Ascendancy at 10:00 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By kimia the Dwarf Alchemist level 48
13rd Gold 123rd year of Ascendancy at 23:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By kimia the Dwarf Alchemist level 10
31st Voratun 122nd year of Ascendancy at 03:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By kimia the Dwarf Alchemist level 20
4th Wealth 122nd year of Ascendancy at 20:44 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By kimia the Dwarf Alchemist level 30
29th Dearth 122nd year of Ascendancy at 17:34 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By kimia the Dwarf Alchemist level 40
13rd Steel 123rd year of Ascendancy at 08:54 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By kimia the Dwarf Alchemist level 50
1st Stralite 123rd year of Ascendancy at 01:52 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By kimia the Dwarf Alchemist level 50
11st Wealth 123rd year of Ascendancy at 05:32 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By kimia the Dwarf Alchemist level 33
4th Shortage 122nd year of Ascendancy at 02:27 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By kimia the Dwarf Alchemist level 50
1st Profit 123rd year of Ascendancy at 22:52 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By kimia the Dwarf Alchemist level 39
10th Steel 123rd year of Ascendancy at 15:40 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By kimia the Dwarf Alchemist level 21
24th Wealth 122nd year of Ascendancy at 06:25 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By kimia the Dwarf Alchemist level 44
3rd Gold 123rd year of Ascendancy at 14:30 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By kimia the Dwarf Alchemist level 6
18th Voratun 122nd year of Ascendancy at 15:10 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By kimia the Dwarf Alchemist level 50
2nd Dearth 123rd year of Ascendancy at 02:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By kimia the Dwarf Alchemist level 8
28th Voratun 122nd year of Ascendancy at 22:13 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By kimia the Dwarf Alchemist level 50
22nd Profit 123rd year of Ascendancy at 13:38 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By kimia the Dwarf Alchemist level 50
2nd Dearth 123rd year of Ascendancy at 02:09 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By kimia the Dwarf Alchemist level 50
2nd Voratun 123rd year of Ascendancy at 09:47 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By kimia the Dwarf Alchemist level 13
20th Profit 122nd year of Ascendancy at 10:33 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By kimia the Dwarf Alchemist level 50
9th Stralite 123rd year of Ascendancy at 01:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By kimia the Dwarf Alchemist level 29
29th Dearth 122nd year of Ascendancy at 07:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By kimia the Dwarf Alchemist level 18
38th Profit 122nd year of Ascendancy at 06:51 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By kimia the Dwarf Alchemist level 41
20th Steel 123rd year of Ascendancy at 07:29 see stats
Log
Kimia picks up ( .): bladed drakeskin leather cap of sanctity (0 def, 5 armour).
Kimia picks up ( .): elven-silk robe of Linaniil (0 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 6 turns (stop reason: learnt lore).
Kimia picks up ( .): Awakened Staff of Absorption (172% power, 60 apr, fire element).
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Resting starts...
Rested for 21 turns (stop reason: all resources and life at maximum).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.75 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.70 gold pieces.
You pickup 0.40 gold pieces.
You pickup 0.90 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.90 gold pieces.
Kimia picks up ( .): infernal dragonbone magestaff of greater warding (136% power, 6 apr, cold element).
Kimia picks up ( .): halfling drakeskin leather sling of lightning.
Kimia picks up (o.): teleportation rune (range 58; cd 12).
Kimia picks up (k.): blink rune (range 8; phase 23; cd 16).
Kimia picks up ( .): acidic voratun dagger of rage (146% power, 9 apr).
Ran for 13 turns (stop reason: interesting terrain).
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The raging fire around kimia calms down and disappears.


































































































































































