











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 50 / 3136% |
| Size | big |
| Lifes / Deaths | Killed by Porylera the multi-hued drake hatchling at level 16 on the 46th Dusk 122nd year of Ascendancy at 09:46 3 / 4Killed by Velirimira the slaver at level 19 on the 46th Haze 122nd year of Ascendancy at 16:44 Killed by Belyvena the skeleton warrior at level 27 on the 3rd Pyre 123rd year of Ascendancy at 11:19 Killed by Ce'Nema the worm that walks at level 31 on the 20th Pyre 123rd year of Ascendancy at 23:04 |
| Antimagic | Follower |
Primary Stats
| Strength | 152 (base 62) |
| Dexterity | 110 (base 60) |
| Constitution | 58 (base 30) |
| Magic | 24 (base 13) |
| Willpower | 100 (base 45) |
| Cunning | 62 (base 30) |
Resources
| Life | 1509/1509 |
| Steam | 100/100 |
| Stamina | 392/392 |
| Equilibrium | 30 |
| Healing Factor | 1.9757894736842 |
| Regeneration | 93.44318252947 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 16 |
| Lite | 12 |
| Infravision | 15 |
| See Stealth | 71.889385242605 |
| See Invisible | 75.889385242605 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 268 |
| Accuracy | 89 |
| Crit Chance | 102% |
| APR | 130 |
| Speed | 0.78 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +44% |
| Light | +44% |
| Nature | +54% |
| Physical | +87% |
| Cold | +30% |
| All | +24% |
Offense: Damage Penetration
| Light | +25% |
| Mind | +15% |
| Nature | +20% |
| Physical | +35% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 56 (100%) |
| Defense | 74 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 60 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 66%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 63%( 70%) |
| Cold | + 56%( 70%) |
| All | + 32%( 70%) |
| Physical | + 49%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 56%( 70%) |
| Mind | + 42%( 70%) |
| Darkness | + 64%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 67%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 80% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1006 life over 5 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 217% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 868% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -857 life. The duration and life will increase by 1% for every 1% life you have lost (currently 857 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 197% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.60 |
| 4/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Archery training | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Archery prowess | 1.60 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Marksmanship | 1.60 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Antimagic Shield |
| talent | Precise Strikes |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
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 Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 461. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | completed |
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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * 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 within9 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal 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 | Unbreakable Greaves (8 def, 20 armour) 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
| Quiver | Arkul's Siege Arrows (14/14, 180% power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 180% Range: 1.4x Uses 70% Str, 50% Dex Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | Abyssstriker the dwarven lantern 1.0 T5 lite [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +20% light Res.pen +25% light ----- def ----- Resists +12% lightning +12% darkness +13% blight +12% fire +15% mind HP.reg +11.00 Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +10 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Mind.save +0 (+0 eff.) Blind- +100% Silence- +0% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. This item has been sent to the Item's Vault. |
| Tool | The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 62% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 36 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. This item has been sent to the Item's Vault. |
| Around waist | Girdle of Preservation 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Wil +5 Con ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. This item has been sent to the Item's Vault. |
| In main hand | Thaloren-Tree Longbow 4.0 T5 longbow 2H weapon [Unique] Nature Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +12 Atk.spd 143% Range +10 On Hit: * flashes light on your target dealing 71 damage While equipped: Stats +10 Dex +20 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Crit.mult +15.00% Dmg.mod +30% nature +30% physical Res.pen +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
| Main armor | Breath of Eyal (10 def, 10 armour) 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +0% Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. This item has been sent to the Item's Vault. |
| Cloak | Freezekarma the elven-silk cloak (14 def, 4 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Cun dps ---------- Phys.crit +4.0% Mind.crit +6% Phys.pwr +5 (+1 eff.) Dmg.mod +6% cold Res.pen +15% mind +10% cold On Hit (Melee): * 21% chance to reduce damage dealt by 27% ----- def ----- Armour +4 Defense +14 (+3 eff.) Fatigue -6% Resists +18% blight +17% nature +30% lightning Phys.save +19 (+5 eff.) Spell.save +23 (+6 eff.) Mind.save +25 (+7 eff.) HP.reg +10.00 Heal.mod +16% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Cun +8 Dex dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+3 eff.) Mov.spd +15% Dmg.mod +20% lightning +9% all Melee Ret 34 darkness ----- def ----- Ignore.dmg +8% Affinity +20% lightning Heal.mod +50% Stun/Frz- +60% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets can have magical properties. |
Inventory
movement infusion of the warrior (speed 1078%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1078% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 845; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 845 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. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 814; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 814 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 46%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 46% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Glotha the Glarebolt0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% arcane +9% light Res.pen +25% light ----- def ----- Resists +5% arcane +9% blight ---------- misc Light +3 Masteries +0.33 Technique/Archery training +0.33 Steamtech/Chemistry Amulets can have magical properties. |
Boltwire0.1 T5 amulet jewelry [Random Unique] Master While equipped: dps ---------- Spell.crit +2% Crit.mult +18.00% Dmg.mod +9% lightning Res.pen +10% arcane Acc +9 (+2 eff.) Apr +20 On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Fatigue -8% Resists +6% blight HP.reg +5.00 ---------- misc Vim/s.crit +1.00 Masteries +0.28 Technique/Archery training +0.28 Technique/Marksmanship Amulets can have magical properties. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.2 Pwr.cost 8 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 615.29 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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. |
copper ring 'Hanozilaruineg'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +1 Str dps ---------- Crit.mult +5.00% Res.pen +5% arcane ----- def ----- Defense +6 (+1 eff.) ---------- misc See.Invis +12 Rings can have magical properties. |
Scorchpanic the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- S.pwr/crit +4 Dmg.mod +12% fire ----- def ----- Spell.save +12 (+3 eff.) Mind.save +9 (+3 eff.) Confus- +28% ---------- misc Mana/turn +0.20 Max.vim +40.00 Rings can have magical properties. |
steel ring 'Velylle'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +4 Wil +9 Cun dps ---------- Mind.crit +5% Dmg.mod +21% mind Acc +7 (+1 eff.) Rings can have magical properties. |
Aerisin0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +4 Resists +6% temporal +4% physical +5% arcane +6% nature Die.at -60.00 life Cut- +20% Rings can have magical properties. |
gold ring 'Ebonywill'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +5 Dex +5 Wil +3 Cun dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +12% darkness Spell.save +6 (+2 eff.) Mind.save +10 (+3 eff.) Rings can have magical properties. |
Duvekor0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +6% S.pwr/crit +10 Dmg.mod +15% mind +24% blight Res.pen +32% blight +32% arcane +32% mind ----- def ----- Max.HP +100.00 HP.reg +17.00 Heal.mod +16% ---------- misc Max.mana +130.00 Rings can have magical properties. |
Kindlekarma0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% light +19% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% lightning +3% temporal +12% light +38% fire +3% nature Phys.save +13 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +18 (+5 eff.) Max.HP +93.00 HP.reg +19.00 Heal.mod +14% ---------- misc Light +3 Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, arcane element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+6 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 144 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." |
Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 177.12 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 26 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Skeletal Claw (167% power, 8 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Phys.spd +10% ----- def ----- Defense +12 (+3 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 57.94 physical damage, and inflicting bleeding for another 28.97 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
The Long-Arm4.0 T5 steamgun 2H weapon [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 15 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
Issudur (17/17, 154% power, 14 apr)3.0 T4 arrow ammo [Rare] Master Power 154% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Acc +32 Apr +14 Crit +2.5% Capacity 17 Phasing +31% Ranged+ +21 blight On Hit.r1 +21 acid +4 temporal On Crit.r2 +21 acid On Hit: * 21% chance to gain 10% of a turn (3/turn limit) * 21% chance to reduce armor by 15% Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Airpride' (20/20, 153% power, 14 apr)3.0 T4 arrow ammo [Rare] Nature Power 154% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +7.5% Capacity 20 Proj.spd +200% Phasing +30% Ranged+ +20 lightning On Hit: * 20 arcane resource burn * 20% chance to create vines that bind the target to the ground dealing 224 nature damage and pinning them for 3 turns While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Thunderwar (21/21, 178% power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 178% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 21 Ranged+ +20 lightning +16 mind On Hit.r1 +20 lightning +20 mind On Hit: * 20% chance to reduce all saves and defense by 34 On Crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Fire Dragon Shield (16 def, 9 armour, 100% power, 220 block)7.0 T4 shield armor [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Str Dmg Fire Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Shieldsmaiden (5 def, 20 armour, 100% power, 150 block)7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Ice Acc+ +2.5% proc dam (max 250%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Summertide (17 def, 15 armour, 100% power, 260 block)7.0 T5 shield armor [Unique] Nature When used to Attack: Power 164% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 85.25 to 106.56 light damage (based on Willpower and Cunning). Uses 9 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
The Black Wall (12 def, 9 armour, 100% power, 200 block)7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 164% Range: 1.2x Uses 100% Str Dmg Darkness Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Hanagathel (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +3% lightning +12% physical +6% light +12% blight +5% arcane +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Runirig the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +1 Str +2 Mag +3 Wil dps ---------- Melee Ret 2 physical ----- def ----- Armour +11 Fatigue +22% Resists +2% physical +14% darkness +34% blight +24% fire +14% nature D.Red.from +8% Unnatural ---------- misc Light +3 Infravis +1 See.Invis +6 A suit of armour made of metal plates. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+4 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 527.34 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 18 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+3 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 11 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 15 Armour, 22 Defense and your attacks will gain 46% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Eclipsebreaker the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Resists +6% lightning +6% temporal +6% blight Die.at -60.00 life A belt that goes around your waist. |
rough leather belt 'Zubida'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +3% acid Mind.save +9 (+3 eff.) Max.HP +31.00 HP.reg +2.00 Stun/Frz- +20% Knockbk- +20% A belt that goes around your waist. |
Airlady the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Str +5 Dex +4 Con dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Res.pen +25% physical ----- def ----- Resists +15% lightning Phys.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Guba1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +6 Dex +5 Cun +7 Lck ----- def ----- Resists +6% lightning +3% fire +3% cold +6% temporal Stealth +8 ---------- misc T.Disarm +11 Infravis +5 A belt that goes around your waist. |
Halykor1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +29% Summoned ----- def ----- Resists +10% lightning +13% temporal +3% darkness +6% blight +2% physical +6% acid D.Red.from +26% Summoned Max.HP +47.00 HP.reg +2.00 A belt that goes around your waist. |
Eleniran the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 4 mind ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning +0% cold +0% nature +6% acid Crit.dmg- 10.00% Mind.save +12 (+4 eff.) Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Bregarek' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +3 Wil +2 Con dps ---------- Crit.mult +25.00% Acc +12 (+2 eff.) Apr +16 ----- def ----- Defense +3 (+0 eff.) Resists +20% nature +18% blight Crit.dmg- 15.52% Stealth +14 HP.reg +9.00 Heal.mod +16% ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelodurath the pair of drakeskin leather boots (16 def, 15 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +9 Str +8 Dex +8 Con +15 Lck dps ---------- Dmg.mod +9% physical ----- def ----- Armour +15 Defense +16 (+4 eff.) Resists +5% arcane Mind.save +15 (+5 eff.) Stealth +15 Max.HP +20.00 HP.reg +4.00 Disarm- +10% ---------- misc Size +1 Evasion: (Instant) Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Pinning- +0% Stun/Frz- +40% Knockbk- +0% Teleport- +0% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 24 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Bileserpent the voratun gauntlets (0 def, 8 armour)1.5 T4 hands armor [Random Unique] Master/Psionic While equipped: dps ---------- Phys.crit +14.0% Spell.crit +20% Mind.crit +17% Crit.mult +10.00% Dmg.mod +9% nature Res.pen +15% lightning +15% nature Acc +8 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +8 Fatigue +5% Phys.save +9 (+2 eff.) Mind.save +22 (+6 eff.) Max.HP +71.00 Disarm- +39% Unarmed combat: Power 149% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +19 Apr +15 Crit +22.0% Atk.spd 83% On Hit: 10% Battle Shout 5 On Hit: 10% Perfect Control 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Yarygas' (0 def, 3 armour)1.5 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Dex +1 Mag +9 Cun dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 acid Dmg.mod +14% acid Res.pen +10% blight Phasing +20% Acc +10 (+2 eff.) Apr +14 ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +9% blight HP.reg +10.00 ---------- misc Stam/turn +2.00 Mana/turn +0.12 Max.stam +30.00 Unarmed combat: Power 139% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +25 Crit +10.0% Atk.spd 83% On Crit.r2 +14 acid On Hit: 15% Perfect Strike 5 On Hit: 10% Nightmare 5 On Hit: 10% Corrosive Breath 5 Steady Shot: Puts all charms on 15 cooldown Level 4.8 Pwr.cost 15 out of 20/20. Range 13 Travel.spd instantaneous Description: Fire a steady shot, doing 178% damage with a 42% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Blazequench the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Psionic While equipped: Stats +4 Str +2 Dex +9 Wil +10 Cun +4 Con dps ---------- Mind.crit +17% Mind.pwr +16 (+5 eff.) Dmg.mod +20% mind +12% arcane Res.pen +15% arcane ----- def ----- Defense +3 (+0 eff.) Resists +12% mind +9% lightning Phys.save +13 (+3 eff.) Mind.save +42 (+11 eff.) Confus- -20% Fear- -20% ---------- misc Psi/turn +0.31 Max.psi +40.00 See.Invis +9 Hateful Whisper: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 206 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Emelavea the Hailravage (0 def, 11 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +1 Mag +2 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +6% cold Res.pen +30% blight +15% cold ----- def ----- Armour +11 Fatigue +5% Resists +15% acid +14% temporal +15% fire +12% cold +26% lightning ---------- misc Infravis +6 A cap made of leather. |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+4 eff.) ----- def ----- Defense +10 (+2 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 22 power out of 30/30 How do these even work? |
drakeskin leather cap 'Dairudur' (0 def, 9 armour)2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +12 Str +9 Dex +7 Mag +23 Wil +1 Con dps ---------- Spell.crit +4% Dmg.mod +17% blight +14% arcane Apr +2 ----- def ----- Armour +9 Fatigue +5% Resists +15% blight Mind.save +13 (+4 eff.) Skullcracker: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1777.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
22 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
24 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
23 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 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. |
Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
190 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
55 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
watchleader's brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: dps ---------- Dmg.mod +0% light ----- def ----- Max.HP +42.00 Blind- +20% Confus- +11% ---------- misc Light +7 See.Stealth +6 See.Invis +7 Track: Puts all charms on 29 cooldown Level 4.0 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Gota the Festerwing1.0 T5 lite [Rare] Arcane While equipped: dps ---------- Crit.mult +26.53% Dmg.mod +12% physical +40% arcane +18% nature Res.pen +25% arcane Acc +25 (+5 eff.) Melee Ret 20 fire ----- def ----- Resists +10% fire +7% arcane +6% physical Phys.save +18 (+4 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun mental stimulator0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 44] amazing fiery salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 51% cooldown modifier. Remove 3 magical effects and grants a fiery aura (44% fire, light and lightning affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 44] amazing frost salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 51% cooldown modifier. Remove 3 physical effects and grants a frost aura (44% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 638] amazing healing salve [power 638]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 51% cooldown modifier. Heal 638 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing unstoppable force salve [power 177] amazing unstoppable force salve [power 177]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 51% cooldown modifier. Increases all saves by 177 and healing factor by half Puts Talent Medical Injector on 13 cooldown Activation is instant. Medical salve. |
amazing water salve [power 44] amazing water salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 51% cooldown modifier. Remove 3 mental effects and grants a water aura (44% blight, mind and acid affinity). Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
Toldir the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.crit +2% ----- def ----- Resists +3% lightning +6% fire +5% darkness +6% cold Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 22 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 32.86 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. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 455.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 18 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Rvliel the Cornac Archer level 27
2nd Pyre 123rd year of Ascendancy at 13:21 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Rvliel the Cornac Archer level 33
61st Pyre 123rd year of Ascendancy at 11:20 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rvliel the Cornac Archer level 48
54th Haze 123rd year of Ascendancy at 12:47 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Rvliel the Cornac Archer level 32
59th Pyre 123rd year of Ascendancy at 21:39 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Rvliel the Cornac Archer level 20
23rd Regrowth 123rd year of Ascendancy at 18:30 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rvliel the Cornac Archer level 50
30th Regrowth 124th year of Ascendancy at 12:23 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Rvliel the Cornac Archer level 50
33rd Pyre 124th year of Ascendancy at 00:59 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Rvliel the Cornac Archer level 46
47th Haze 123rd year of Ascendancy at 23:17 see stats
Bookception! (Nightmare (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Rvliel the Cornac Archer level 50
14th Regrowth 124th year of Ascendancy at 02:47 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Rvliel the Cornac Archer level 36
31st Dusk 123rd year of Ascendancy at 00:28 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Rvliel the Cornac Archer level 50
25th Regrowth 124th year of Ascendancy at 18:19 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Rvliel the Cornac Archer level 11
6th Dusk 122nd year of Ascendancy at 06:06 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Rvliel the Cornac Archer level 50
5th Allure 124th year of Ascendancy at 00:16 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Rvliel the Cornac Archer level 39
68th Dusk 123rd year of Ascendancy at 21:40 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Rvliel the Cornac Archer level 35
6th Flare 123rd year of Ascendancy at 10:40 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Rvliel the Cornac Archer level 49
56th Haze 123rd year of Ascendancy at 21:23 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Rvliel the Cornac Archer level 45
47th Haze 123rd year of Ascendancy at 18:48 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Rvliel the Cornac Archer level 50
25th Pyre 124th year of Ascendancy at 13:39 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Rvliel the Cornac Archer level 19
5th Haze 122nd year of Ascendancy at 01:31 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rvliel the Cornac Archer level 32
25th Pyre 123rd year of Ascendancy at 13:08 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Rvliel the Cornac Archer level 50
12nd Regrowth 124th year of Ascendancy at 05:34 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Rvliel the Cornac Archer level 40
69th Dusk 123rd year of Ascendancy at 00:22 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Rvliel the Cornac Archer level 50
7th Pyre 124th year of Ascendancy at 21:49 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Rvliel the Cornac Archer level 33
2nd Flare 123rd year of Ascendancy at 09:00 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rvliel the Cornac Archer level 26
55th Regrowth 123rd year of Ascendancy at 16:25 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Rvliel the Cornac Archer level 50
30th Regrowth 124th year of Ascendancy at 17:19 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Rvliel the Cornac Archer level 10
6th Mirth 122nd year of Ascendancy at 07:37 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Rvliel the Cornac Archer level 20
74th Haze 122nd year of Ascendancy at 05:48 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Rvliel the Cornac Archer level 30
16th Pyre 123rd year of Ascendancy at 12:35 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Rvliel the Cornac Archer level 40
68th Dusk 123rd year of Ascendancy at 21:40 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Rvliel the Cornac Archer level 50
67th Haze 123rd year of Ascendancy at 17:10 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Rvliel the Cornac Archer level 50
56th Regrowth 124th year of Ascendancy at 02:19 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Rvliel the Cornac Archer level 50
10th Regrowth 124th year of Ascendancy at 13:50 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Rvliel the Cornac Archer level 11
11st Dusk 122nd year of Ascendancy at 22:52 see stats
Portal reaver (Nightmare (Adventure) difficulty)
Fought the two Sorcerers and closed two invocation portals.By Rvliel the Cornac Archer level 50
25th Pyre 124th year of Ascendancy at 13:38 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Rvliel the Cornac Archer level 50
68th Haze 123rd year of Ascendancy at 00:21 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Rvliel the Cornac Archer level 44
44th Haze 123rd year of Ascendancy at 05:05 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Rvliel the Cornac Archer level 19
46th Haze 122nd year of Ascendancy at 10:00 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Rvliel the Cornac Archer level 35
27th Dusk 123rd year of Ascendancy at 20:42 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Rvliel the Cornac Archer level 10
10th Mirth 122nd year of Ascendancy at 05:32 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Rvliel the Cornac Archer level 50
10th Regrowth 124th year of Ascendancy at 00:41 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Rvliel the Cornac Archer level 33
74th Pyre 123rd year of Ascendancy at 03:22 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Rvliel the Cornac Archer level 50
25th Pyre 124th year of Ascendancy at 13:39 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Rvliel the Cornac Archer level 49
65th Haze 123rd year of Ascendancy at 06:27 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Rvliel the Cornac Archer level 10
1st Summertide 122nd year of Ascendancy at 18:57 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Rvliel the Cornac Archer level 40
72nd Dusk 123rd year of Ascendancy at 06:19 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Rvliel the Cornac Archer level 19
46th Haze 122nd year of Ascendancy at 22:36 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Rvliel the Cornac Archer level 31
21st Pyre 123rd year of Ascendancy at 07:22 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Rvliel the Cornac Archer level 18
3rd Haze 122nd year of Ascendancy at 23:17 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Rvliel the Cornac Archer level 32
59th Pyre 123rd year of Ascendancy at 15:07 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Rvliel the Cornac Archer level 50
12nd Regrowth 124th year of Ascendancy at 18:35 see stats
Log
Saving done.
You transfer The Black Boots (2 def, 1 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer The Black Plate (25 def, 35 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Galirach the elven-silk robe (0 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer movement infusion of the warrior (speed 1128%; cd 11) to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering Plate of the Blackened Mind (15 def, 40 armour) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Rvliel deactivates Antimagic Shield.
Rvliel deactivates Concealment.
Rvliel deactivates Intuitive Shots.
Rvliel deactivates Aim.
Rvliel deactivates Trained Reactions.
Rvliel deactivates Precise Strikes.




















































































































































