
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 50 / 2919% |
| Size | medium |
| Lifes / Deaths | Killed by The One That Hunts at level 50 on the 17th Haze 126th year of Ascendancy at 06:48 6 / 1 |
Primary Stats
| Strength | 27 (base 11) |
| Dexterity | 84 (base 60) |
| Constitution | 35 (base 11) |
| Magic | 128 (base 61) |
| Willpower | 58 (base 36) |
| Cunning | 97 (base 57) |
Resources
| Mana | 683/683 |
| Vim | 321/321 |
| Life | 657/657 |
| Steam | 100/100 |
| Soul | 18/18 |
| Healing Factor | 1.1916660017318 |
| Regeneration | 3.8729145056283 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 62.453904713697 |
| See Invisible | 62.453904713697 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 48 |
| Crit Chance | 31% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 48 |
| Crit Chance | 48% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 90 |
| Crit Chance | 88% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +42% |
| Blight | +104% |
| Arcane | +28% |
| Cold | +25% |
| All | +20% |
| Lightning | +26% |
| Temporal | +26% |
| Physical | +37% |
| Fire | +126% |
| Darkness | +125% |
Offense: Damage Penetration
| Fire | 0% |
| Darkness | +36% |
| Cold | +15% |
| Temporal | +15% |
| Blight | +45% |
| Physical | +13% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (69.687909656376%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 46 |
| Mental Save | 50 |
Defense: Resistances
| Darkness | + 70%( 70%) |
| Lightning | + 61%( 70%) |
| Light | + 56%( 70%) |
| Cold | + 66%( 70%) |
| Blight | + 58%( 70%) |
| Acid | + 68%( 70%) |
| Fire | + 61%( 70%) |
| All | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Disarm Resistance | 32% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 166 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: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (53 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 434 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Magic by +5. | 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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 Wrathroot. * 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 353. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior 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 foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 sided with Slasul and killed Ukllmswwik. | 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 within3 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 ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Scorched Boots (4 def, 4 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+2 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 4.5 Pwr.cost 26 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 69.58 blight damage and is poisoned for 278.32 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 37%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 29% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
| Quiver | Arazilarath the Hailwrecker (15/15, 43-60 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 15 Ranged+ +12 cold On Hit.r1 +4 cold On Crit.r2 +8 acid On Hit: * 20% chance to reduce armor by 47% * 25% chance for lightning to strike from the target to a second target dealing 138 damage On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Gloomkill'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Mind.pwr +30 (+8 eff.) Dmg.mod +18% darkness Res.pen +25% blight Melee Ret 8 arcane ----- def ----- Max.HP +54.00 ---------- misc Max.psi +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Decayed Visage (0 def, 6 armour) =--=1.0 T3 head armor [Unique] Arcane/Master While equipped: Stats +1 Dex +4 Mag +5 Wil dps ---------- Spell.crit +3% Dmg.mod +11% blight +8% arcane Res.pen +10% darkness +20% blight Melee Ret 10 vim draining blight ----- def ----- Armour +6 Phys.save +19 (+6 eff.) ---------- misc Max.vim +25.00 Vimsense: Level 3.5 Pwr.cost 22 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 26% and all saves by 44, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
| On hands | drakeskin leather gloves 'Emilelle' (10 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Con dps ---------- Spell.crit +9% Spell.pwr +16 (+3 eff.) Melee+ 13 blight Dmg.mod +11% blight ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +8% blight +12% cold Phys.save +36 (+12 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Max.HP +40.00 Disarm- +32% Stun/Frz- +20% ---------- misc Mana/turn +0.15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered elven-wood totem of healing [power 554] (18/20 cooldown) =--=2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 554 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun bloodstone ring0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +6 Cun +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Resists +30% acid +22% fire +22% lightning +14% cold Stun/Frz- +60% Rings make your fingers look great! |
| On fingers | Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Meteoric Crash You have set the ring to grant you Meteoric Crash! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | Cuthirab =--=0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Dex +4 Mag +12 Cun +8 Con dps ---------- Spell.crit +7% Crit.mult +15.00% Spell.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +7% acid +6% fire +6% lightning +6% cold On Hit (Melee): * 20% chance to reduce armor by 47% ----- def ----- Fatigue -8% Resists +6% acid Spell.save +3 (+1 eff.) HP.reg +3.00 ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
| In main hand | Plague-Fire Sceptre (24-28 power, 4 apr, physical element) =--=5.0 T3 staff 1H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+5 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 13 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
| Around waist | Shiverbore the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane While equipped: Stats +9 Mag +7 Wil dps ---------- Spell.crit +5% Spell.pwr +9 (+2 eff.) Dmg.mod +12% blight Res.pen +15% cold Melee Ret 4 blight ----- def ----- Resists +9% blight +6% cold +12% light +12% darkness Mind.save +11 (+4 eff.) A belt that goes around your waist. |
| In off hand | Life Drinker (42-54 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 34 out of 50/50. Range 6 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 35.19 acid and 50.55 blight damage. If not cleared after five turns it will inflict 287.04 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 69% 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. |
| Cloak | shadow cashmere cloak (2 def, 0 armour) =--=2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +17% darkness Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | silk robe 'Cutharab' (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +11 (+2 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +6% temporal +17% physical +46% darkness +13% all Res.pen +15% temporal +13% physical +15% mind +17% darkness Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 35 On Melee Ret: * 39% chance to reduce strength, dexterity, and constitution by 37 * 41% chance to reduce damage dealt by 28% ----- def ----- Resists +36% darkness +13% all ---------- misc Max.hate +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 148% / cooldown 90%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 90%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 101.56 physical damage and 177.92 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the wizard (damage 392; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 392.62 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
ethereal rune of the wizard (power 34; resist 46%; move 48%; dur 5; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 46% all resistance, you move 48% faster, and you are invisible (power 34). 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. |
manasurge rune of the warrior (regen 1259% over 10 turns; mana 62; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1259% for 10 turns (81 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 170; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 170 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 242; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 5 turns. 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. Press to compare to your current inscriptions |
stormshield rune of the duelist (threshold 26; blocks 5; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 26 up to 5 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. |
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: 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. |
3 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: Botanical 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: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
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. |
schematic: Fatal Attractor0.1 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: Fiery 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. |
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. |
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. |
3 schematic: Fungal Web0.1 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. |
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: 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. |
3 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. |
schematic: Lightning Coil0.1 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. |
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. |
4 schematic: Poison 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: Razor Edge0.1 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: 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. |
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. |
2 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: Silver Filigree0.1 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: Spike Attachment0.1 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: 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. |
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: Thunder Grenade0.1 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: 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: Voltaic Sentry0.1 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: 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. |
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. |
schematic: Waterproof 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: White 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. |
schematic: Winterchill Edge0.1 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
cleansing copper amulet of strength (+2) =str=0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Str ----- def ----- Resists +12% nature +11% blight Poison- +20% Disease- +20% Amulets make your neck look great! |
archmage's stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) S.pwr/crit +4 Dmg.mod +6% acid +6% fire +6% cold +8% lightning ---------- misc Mana/turn +0.50 Max.mana +49.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
gladiator's gold ring of luminosity =str=0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +3 Mag +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 21 light Ranged+ 18 light Dmg.mod +13% light Rings make your fingers look great! |
rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Max.HP +25.00 Disarm- +25% Pinning- +28% Knockbk- +30% Rings make your fingers look great! |
warrior's gold ring of darkness (+24%) =str=0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Str dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +12 Resists +24% darkness Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's stralite ring of speed0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Mov.spd +15% Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 5.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
stralite quartz ring =str=0.1 T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +16% acid +18% temporal +20% light Res.pen +25% light ----- def ----- Resists +32% acid +34% light Stun/Frz- +30% Rings make your fingers look great! |
stralite quartz ring0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +10% nature +9% blight Poison- +25% Disease- +14% Stun/Frz- +30% Rings make your fingers look great! |
stralite quartz ring =--=0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
stralite ring0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Melee+ 22 light Ranged+ 29 light Dmg.mod +16% light ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 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 170 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." |
Hathurand the Morningsin (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon [Random Unique] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +34% Crit.mult +34.00% Phys.pwr +12 (+5 eff.) Spell.pwr +24 (+5 eff.) Dmg.mod +12% light +30% cold Acc +10 (+3 eff.) Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +6% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lisythra the Woeresolve (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.crit +9.0% Spell.crit +9% Phys.pwr +13 (+5 eff.) Spell.pwr +35 (+7 eff.) Dmg.mod +21% darkness +30% cold Acc +11 (+4 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +15 (+4 eff.) Resists +6% light +6% fire HP.reg +0.90 Heal.mod +25% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 243.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Icy Kill (35-45 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Beomnir the voratun dagger (36-47 power, 21 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Psionic Power 36.5 - 47.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +10.0% Atk.spd 100% Phasing +16% On Crit.r2 +33 acid +25 nature On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +17% acid +19% nature Apr +13 ----- def ----- Armour +4 Resists +3% lightning +9% cold Crit.chn- 5.00% Phys.save +6 (+2 eff.) Heal.mod +15% Sharp, short and deadly. |
voratun dagger 'Shadowwish' (39-50 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 blight On Hit.r1 +4 darkness On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 37 While equipped: dps ---------- Res.pen +20% darkness +15% all Acc +37 (+12 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Resists +9% blight +9% darkness +3% acid Heal.mod +21% Disease- +35% Disarm- +49% Sharp, short and deadly. |
Thermal Focus (14-15 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+4 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
Islassra the Lightningmarrow (17-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 lightning While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 10 lightning 10 physical 10 cold 9 acid 10 fire Dmg.mod +16% lightning +13% physical +9% blight +16% cold +8% mind Res.pen +8% mind +20% blight ----- def ----- Defense +27 (+7 eff.) Resists +9% lightning +10% physical +8% cold +9% blight +7% fire +10% mind +7% acid Dmg.Resnn +24% Pinning- +26% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +1.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+8 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Demonslice the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Dex +5 Cun +6 Con dps ---------- Phys.crit +1.0% Spell.crit +9% Phys.pwr +15 (+6 eff.) Spell.pwr +25 (+5 eff.) Dmg.mod +14% nature +24% light +28% darkness +11% all Acc +20 (+7 eff.) Apr +1 On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Resists +3% darkness +15% all Poison- +49% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 420, based on Magic) for 10 turns. Uses 17 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. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 Pwr.cost 26 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 36% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
balancing drakeskin leather belt of unlife1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +10% ----- def ----- Resists +10% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Wildlord (15 def, 10 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +3 Str +5 Dex +5 Cun +4 Con dps ---------- Res.pen +10% nature Acc +8 (+3 eff.) Apr +10 On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +10 Defense +15 (+4 eff.) Resists +9% acid +12% temporal Phys.save +22 (+7 eff.) Spell.save +25 (+8 eff.) Mind.save +25 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hanykor (0 def, 5 armour) =--=2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +4 (+1 eff.) Dmg.mod +12% arcane ----- def ----- Armour +5 Resists +3% cold Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
Elina (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +2 Mag +2 Wil +6 Cun +6 Con dps ---------- Phys.crit +3.0% Phys.pwr +6 (+3 eff.) Res.pen +15% physical Acc +20 (+7 eff.) ----- def ----- Armour +5 Resists +14% fire +15% cold Phys.save +33 (+11 eff.) Mind.save +23 (+8 eff.) ---------- misc Mana/turn +0.16 A pair of boots made of leather. |
Emeloth the Frozenrupture (21 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +13 Dex dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +25% light Apr +11 Melee Ret 8 cold ----- def ----- Armour +5 Defense +21 (+6 eff.) A pair of boots made of leather. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 12% Darkfire: Level 6.5 Pwr.cost 11 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 320.69 fire damage and 319.27 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 5.5 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 124.24 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Haleregobar the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Nature While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +12% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Defense +3 (+1 eff.) Resists +3% blight +11% fire +6% temporal +8% cold ---------- misc Infravis +6 See.Stealth +20 See.Invis +18 Circle of Warding: (Instant) Puts all charms on 34 cooldown Level 4.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 96% and attempts to push all creatures other than yourself out of its radius, inflicting 23.14 light damage and 43.38 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Lightbrand' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +13 Mag +14 Wil dps ---------- Spell.pwr +5 (+1 eff.) Res.pen +20% nature Melee Ret 6 nature ----- def ----- Defense +3 (+1 eff.) Resists +6% light Phys.save +8 (+3 eff.) Spell.save +13 (+4 eff.) ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 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. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
17 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 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. |
9 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. |
20 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. |
17 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. |
18 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 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. |
15 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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
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. |
201 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. |
57 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. |
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. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 64 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Dazzlerebel the voratun pickaxe (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +7 Str dps ---------- Mind.crit +1% Dmg.mod +12% light +3% mind ----- def ----- Fatigue -9% Resists +6% light Max.HP +32.00 ---------- misc Max.stam +28.00 Max.psi +30.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 172 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. |
voratun torque of psionic shield 'Blazeparry' [power 143] (18/22 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% ----- def ----- Resists +12% light ---------- misc Equi/ret +0.08 Psi/ret +0.12 Setup a psionic shield, reducing all damage taken by 143 for 5 turns Puts all charms on 22 cooldown 100% to gain a 35% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Xanoganor the Glacierterror [power 464] (18/13 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +4 Str dps ---------- Res.pen +10% physical On Hit (Melee): * 20% chance to reduce armor by 47% ----- def ----- Resists +9% cold +2% physical Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 13 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to heal for 59. 100% to increase all damage by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone wand of shielding 'Toruyanik' [power 530] (18/17 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% blight ----- def ----- Resists +2% physical Spell.save +12 (+4 eff.) Blind- +10% Disease- +10% ---------- misc Wards +5 mind +6 cold +4 light +5 temporal Talents +1 Ward Create a shield absorbing up to 530 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to cleanse 2 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By necra the Cornac Necromancer level 37
22nd Regrowth 125th year of Ascendancy at 04:56 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By necra the Cornac Necromancer level 50
10th Flare 126th year of Ascendancy at 00:54 see stats
Against all odds
Killed Ukruk in the ambush.By necra the Cornac Necromancer level 36
18th Regrowth 125th year of Ascendancy at 18:09 see stats
Arachnophobia
Destroyed the spydric menace.By necra the Cornac Necromancer level 48
49th Haze 125th year of Ascendancy at 12:58 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By necra the Cornac Necromancer level 40
55th Regrowth 125th year of Ascendancy at 06:19 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By necra the Cornac Necromancer level 48
45th Haze 125th year of Ascendancy at 10:00 see stats
Brave new world
Went to the Far East and took part in the war.By necra the Cornac Necromancer level 39
47th Regrowth 125th year of Ascendancy at 22:35 see stats
Bringer of Doom
Killed a Bringer of Doom.By necra the Cornac Necromancer level 19
42nd Dusk 123rd year of Ascendancy at 05:52 see stats
Clone War
Destroyed your own Shade.By necra the Cornac Necromancer level 48
62nd Regrowth 126th year of Ascendancy at 15:10 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By necra the Cornac Necromancer level 11
64th Pyre 123rd year of Ascendancy at 15:45 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By necra the Cornac Necromancer level 50
38th Pyre 126th year of Ascendancy at 08:17 see stats
Destroyer's bane
Killed Golbug the Destroyer.By necra the Cornac Necromancer level 38
34th Regrowth 125th year of Ascendancy at 01:52 see stats
Dragon's Greed
Amassed 8000 gold pieces.By necra the Cornac Necromancer level 50
2nd Mirth 126th year of Ascendancy at 20:10 see stats
Earth Master
Killed Harkor'Zun.By necra the Cornac Necromancer level 32
1st Decay 124th year of Ascendancy at 17:28 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By necra the Cornac Necromancer level 50
7th Haze 126th year of Ascendancy at 05:00 see stats
Exterminator
Killed 1000 creatures.By necra the Cornac Necromancer level 17
21st Dusk 123rd year of Ascendancy at 21:52 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By necra the Cornac Necromancer level 32
3rd Decay 124th year of Ascendancy at 01:59 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By necra the Cornac Necromancer level 50
69th Dusk 126th year of Ascendancy at 09:12 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By necra the Cornac Necromancer level 49
1st Pyre 126th year of Ascendancy at 20:24 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By necra the Cornac Necromancer level 50
16th Pyre 126th year of Ascendancy at 17:38 see stats
Guiding Hand
Saved all escorted adventurers.By necra the Cornac Necromancer level 37
30th Regrowth 125th year of Ascendancy at 03:56 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By necra the Cornac Necromancer level 29
32nd Dusk 124th year of Ascendancy at 15:10 see stats
Honorary Roguelike Win
Won the game in Normal or Semi-Roguelike permadeath mode without dying.By necra the Cornac Necromancer level 50
7th Haze 126th year of Ascendancy at 04:58 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By necra the Cornac Necromancer level 42
55th Regrowth 125th year of Ascendancy at 20:36 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By necra the Cornac Necromancer level 49
14th Pyre 126th year of Ascendancy at 06:25 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By necra the Cornac Necromancer level 32
66th Dusk 124th year of Ascendancy at 22:19 see stats
Level 10
Got a character to level 10.By necra the Cornac Necromancer level 10
35th Regrowth 123rd year of Ascendancy at 03:19 see stats
Level 20
Got a character to level 20.By necra the Cornac Necromancer level 20
42nd Dusk 123rd year of Ascendancy at 05:52 see stats
Level 30
Got a character to level 30.By necra the Cornac Necromancer level 30
55th Dusk 124th year of Ascendancy at 11:33 see stats
Level 40
Got a character to level 40.By necra the Cornac Necromancer level 40
51st Regrowth 125th year of Ascendancy at 23:00 see stats
Level 50
Got a character to level 50.By necra the Cornac Necromancer level 50
16th Pyre 126th year of Ascendancy at 08:56 see stats
Orcrist
Killed the leaders of the Orc Pride.By necra the Cornac Necromancer level 50
67th Dusk 126th year of Ascendancy at 23:05 see stats
Poisonous
Sided with the assassin lord.By necra the Cornac Necromancer level 19
39th Dusk 123rd year of Ascendancy at 11:34 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By necra the Cornac Necromancer level 50
53rd Pyre 126th year of Ascendancy at 22:08 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By necra the Cornac Necromancer level 27
18th Pyre 124th year of Ascendancy at 00:08 see stats
Size is everything
Did over 1500 damage in one attack.By necra the Cornac Necromancer level 46
18th Haze 125th year of Ascendancy at 08:40 see stats
Size matters
Did over 600 damage in one attack.By necra the Cornac Necromancer level 14
1st Flare 123rd year of Ascendancy at 20:50 see stats
Sliders
Activated a portal using the Orb of Many Ways.By necra the Cornac Necromancer level 39
34th Regrowth 125th year of Ascendancy at 04:51 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By necra the Cornac Necromancer level 50
7th Haze 126th year of Ascendancy at 04:58 see stats
That was close
Killed your target while having only 1 life left.By necra the Cornac Necromancer level 1
74th Pyre 122nd year of Ascendancy at 15:00 see stats
The Arena
Unlocked Arena mode.By necra the Cornac Necromancer level 10
47th Regrowth 123rd year of Ascendancy at 12:50 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By necra the Cornac Necromancer level 50
68th Dusk 126th year of Ascendancy at 03:19 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By necra the Cornac Necromancer level 32
65th Haze 124th year of Ascendancy at 02:07 see stats
The Sun Still Shines
Aeryn survived the last battle.By necra the Cornac Necromancer level 50
7th Haze 126th year of Ascendancy at 05:00 see stats
The bigger the better!
Did over 3000 damage in one attack.By necra the Cornac Necromancer level 50
75th Dusk 126th year of Ascendancy at 13:18 see stats
The secret city
Discovered the truth about mages.By necra the Cornac Necromancer level 10
51st Regrowth 123rd year of Ascendancy at 14:34 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By necra the Cornac Necromancer level 43
1st Time of Balance 125th year of Ascendancy at 14:12 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By necra the Cornac Necromancer level 32
66th Dusk 124th year of Ascendancy at 22:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By necra the Cornac Necromancer level 21
53rd Dusk 123rd year of Ascendancy at 13:40 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By necra the Cornac Necromancer level 35
18th Regrowth 125th year of Ascendancy at 04:52 see stats
Log
Necra unleashes a blast of frostdusk as she crosses the veil!
necra hits The One That Hunts for 0 cold, 0 darkness (0 total damage).
Necra activates her overpowered elven-wood totem of healing!
necra receives 660 healing.
Atamathon the Giant Golem casts Eye Beam.
The One That Hunts casts Twisted Evolution.
Atamathon the Giant Golem reflects damage back to necra!
Atamathon the Giant Golem hits necra for 30 cold, 56 darkness, 655 lightning (743 total damage).
Spikes of Decrepitude hits Atamathon the Giant Golem for 36 cold, 77 darkness (114 total damage).
Spikes of Decrepitude hits The One That Hunts for 0 cold, 0 darkness (0 total damage).
Necra casts Ghost Walk - Return.
Necra seems more solid.
Necra casts Rune: Blink.
Necra is out of phase.
Darkness pulsates around necra!
Talent Rune: Shielding is ready to use.
Something hits necra for 20 blight, 48 blight (69 total damage).
necra the level 50 cornac necromancer was poxed to death by a The One That Hunts on level 1 of Golem Graveyard.
You have 6 life(s) left.
Lord of Skulls (warrior) deactivates Ruin.
Lord of Skulls (warrior) deactivates Bone Shield.
Lord of Skulls (warrior) is no more the Lord of Skulls.
Armoured skeleton warrior drops its additional bones.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed necra!
Saving game...
Saving done.








































































































































































