














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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. Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 3666% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 30 (base 9) |
| Dexterity | 67 (base 47) |
| Constitution | 52 (base 12) |
| Magic | 157 (base 60) |
| Willpower | 97 (base 62) |
| Cunning | 106 (base 62) |
Resources
| Life | 1214/1214 |
| Mana | 383/383 |
| Steam | 115/115 |
| Healing Factor | 1.519329218765 |
| Regeneration | 42.921050430111 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 7 |
| See Stealth | 35.196068513681 |
| See Invisible | 103.80200966012 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 57 |
| Crit Chance | 65% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 57 |
| Crit Chance | 78% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 137 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +52% |
| Blight | +58% |
| Arcane | +206% |
| Cold | +54% |
| All | +17% |
| Lightning | +54% |
| Temporal | +54% |
| Physical | +64% |
| Fire | +68% |
| Darkness | +32% |
Offense: Damage Penetration
| Physical | +8% |
| Acid | +5% |
| Darkness | +20% |
| Temporal | +19% |
| Blight | +5% |
| Arcane | +87% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35.258278228437 (30%) |
| Defense | 53 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 57 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 61%( 70%) |
| Blight | + 49%( 70%) |
| Arcane | + 58%( 70%) |
| Cold | + 39%( 70%) |
| All | + 34%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 60%( 70%) |
| Physical | + 36%( 70%) |
| Darkness | + 56%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Teleport Resistance | 100% |
| Blind Resistance | 40% |
| Silence Resistance | 46% |
| Bleed Resistance | 21% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 46% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1689 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 365 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. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.3 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1008% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 up to 9 times. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Occult technomancy | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Spellcraft |
| talent | Arcane Power |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Pure Aether |
| talent | Metaphasic Spin |
| talent | Disruption Shield |
| talent | Phantasmal Shield |
| talent | Feather Wind |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Shielding |
| talent | Thunderstorm |
| detrimental effect | Unable to enter Forbidden Tomes. Forbidden Tome Cooldown |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Poluma the cave troll. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Lisevena the orc corruptor. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Elutira the venom wyrm. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by Zubegalaith the war bear. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Rolarm. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 |
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 Agrimley the hermit. 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. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Layuwe' (0 def, 5 armour) 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Dex +1 Mag +5 Wil +6 Con +15 Lck offense ------ Spellpower +30 (+4 eff.) Mindpower +9 (+2 eff.) Ignore resists +5% blight +8% physical +20% darkness +19% temporal When Hit 8 arcane defense ------ Armor +5 Resistance +25% darkness +30% temporal Physical save +15 (+5 eff.) Stealth +12 Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Out-of-Phase Defense +25 Out-of-Phase Resistance +20% Out-of-Phase Resilience +30% other ------- Mana/turn +0.08 Mana-on-crit +1.00 Vim-on-crit +2.62 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | dwarven lantern of corpselight1.0 Encumbrance T5 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+0 eff.) defense ------ Resistance +10% blight +8% darkness other ------- Light +5 Infravision +5 See Invisibility +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 37 blight damage or heals 35 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Ce'Nelle the elven-silk wizard hat (3 def, 0 armour) 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature While equipped: Stats +19 Mag +10 Cun +17 Con offense ------ Damage +35% arcane +20% acid defense ------ Defense +3 (+1 eff.) Resistance +30% acid +1% physical +6% nature +9% lightning Mind save +15 (+4 eff.) Life Regen +2.00 Blind Resist +20% Cut Resist +21% Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Disarm Resist +100% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Flarenull the yew totem of thorny skin [power 45] (20 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +24% arcane When Hit 8 fire defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.28 Vim-on-crit +2.00 Harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +6 Mag offense ------ Physical Power +15 (+6 eff.) Spellpower +18 (+2 eff.) Mindpower +15 (+3 eff.) Damage +21% arcane +8% all Ignore resists +20% arcane defense ------ Resistance +9% lightning Spell save +12 (+3 eff.) Life +94.00 Life Regen +16.00 Healmod +18% other ------- Light +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Amuroddandur0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats +16 Mag +7 Wil +8 Cun offense ------ Spellpower +24 (+3 eff.) defense ------ Resistance +9% lightning +2% physical +5% arcane Crit Resistance 15.15% Spell save +3 (+1 eff.) Life +40.00 Silence Resist +36% other ------- Mana/turn +0.27 Rings make your fingers look great! |
| Around neck | Marditar the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Wil +2 Cun +6 Con +20 Lck offense ------ Critical power +18.00% Spellpower +9 (+1 eff.) Mindpower +10 (+2 eff.) Damage +11% blight +14% fire Ignore resists +10% mind Accuracy +19 (+5 eff.) defense ------ Defense +18 (+6 eff.) Resistance +3% blight Physical save +17 (+6 eff.) Resist unseen 18% Life +76.00 Life Regen +10.00 Blind Resist +20% Silence Resist +10% Teleport Resist +10% Amulets make your neck look great! |
| In main hand | Emann (136% power, 6 apr, arcane element) 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Str +3 Mag offense ------ Physical Crit +8.0% Spell Crit +24% Critical power +54.00% Physical Power +12 (+5 eff.) Spellpower +35 (+4 eff.) On-Hit 27 fire Damage +30% arcane Accuracy +15 (+4 eff.) defense ------ Resistance +9% lightning +9% blight Healmod +5% Knockbk Resist +21% other ------- Mana/turn +5.00 See Invisibility +17 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | drakeskin leather belt 'Mayiyamira' 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Mag +6 Wil offense ------ Spellpower +35 (+4 eff.) Damage +15% blight Ignore resists +10% arcane +5% acid defense ------ Defense +10 (+3 eff.) Resistance +10% acid +9% temporal +9% fire +8% cold +8% lightning Mind save +12 (+3 eff.) Slow Projectiles +25% Life +110.00 other ------- Mana/turn +0.23 Mana-on-crit +2.00 Max mana +59.00 A belt that goes around your waist. |
| In off hand | Life Drinker (152% power, 11 apr) 1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 152% Range: 1.0x-1.3x Uses 55% Mag, 35% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% On Hit: * flashes light on your target dealing 99 damage While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Critical power +15.00% Spellpower +12 (+1 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 40 out of 50/50. Range 6 Cooldown: 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 43.70 acid and 45.42 blight damage. If not cleared after five turns it will inflict 257.92 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
| Cloak | elven-silk cloak of conjuring (3 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Ego+] Arcane While equipped: offense ------ Spell Crit +5% Critical power +29.00% Spellpower +7 (+1 eff.) Damage +11% arcane Ignore resists +10% arcane defense ------ Defense +3 (+1 eff.) Resistance +30% lightning Stun Resist +50% other ------- Max mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+4 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Talents +5 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 2145% over 10 turns; mana 107; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 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 2145% for 10 turns (2789 total) and instantly restoring 107 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 45; blocks 6; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 9 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 45 up to 6 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
2 schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+4 eff.) Mind save -7 (-1 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet 'Ce'Nikira'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Wil offense ------ Damage +15% blight Ignore resists +20% arcane defense ------ Armor +5 Defense +6 (+2 eff.) Max Resistance +4% all Physical save +12 (+4 eff.) Spell save +6 (+2 eff.) other ------- Max mana +40.00 Infravision +3 Amulets make your neck look great! |
Bloomwoe0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Mag +6 Wil offense ------ Ignore resists +20% arcane Ignore Shields +10% On-Hit (Melee): * 20% chance to slow global speed by 66% * 20% chance to reduce armor by 59% defense ------ Spell save +6 (+2 eff.) other ------- Mana-on-crit +2.00 Max mana +40.00 Amulets make your neck look great! |
Flashmarrow the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag +7 Wil offense ------ Spell Crit +6% Spellpower +30 (+4 eff.) defense ------ Resistance +21% lightning Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
Relgomas the Coalripper =CON=0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +6 Cun +9 Con offense ------ Move Speed +10% Damage +3% darkness +6% fire Ignore resists +20% darkness +10% fire defense ------ Fatigue -12% Resistance +3% darkness Physical save +14 (+5 eff.) Life +38.00 Life Regen +8.00 other ------- Stamina/turn +0.80 Amulets make your neck look great! |
Zemekkys' Broken Hourglass0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 50 out of 80/80. Range melee/personal Cooldown: 35 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Zubagadalaith0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: defense ------ Armor +10 Resistance +4% physical Physical save +40 (+14 eff.) Spell save +22 (+6 eff.) Mind save +22 (+6 eff.) Life +80.00 Disease Resist +20% Silence Resist +20% Confus Resist +20% Amulets make your neck look great! |
Ravenlord of the Blightspawn0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats -14 Dex +5 Mag +15 Cun +17 Lck offense ------ Spell Crit +4% Mind Crit +3% Spellpower +4 (+0 eff.) Damage +7% acid +8% fire +8% cold +8% lightning Accuracy +18 (+5 eff.) When Hit 8 mind 2 nature On-Hit (Melee): * 20% chance to slow global speed by 66% defense ------ Defense +19 (+6 eff.) Resistance +20% lightning Mind save +3 (+1 eff.) Resist unseen 18% Stun Resist +43% other ------- EQ when Hit +0.08 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
conjurer's copper ring of arcana (+0.11/turn)0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+0 eff.) defense ------ Silence Resist +20% other ------- Mana/turn +0.11 Rings make your fingers look great! |
titan's steel ring =CON=0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Physical save +8 (+3 eff.) Rings make your fingers look great! |
Velylebeth the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Wil offense ------ Spellpower +20 (+2 eff.) Damage +18% arcane +18% blight defense ------ Life +66.00 Life Regen +13.00 Healmod +15% other ------- Mana-on-crit +2.00 Max mana +100.00 Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +8% nature +8% blight Poison Resist +15% Disease Resist +13% Stun Resist +30% Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +60.00 Life Regen +14.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Cloudseam0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +7 Str +6 Mag +4 Con offense ------ Physical Power +15 (+6 eff.) Damage +12% physical +14% nature +9% mind Ignore Armor +4 defense ------ Resistance +28% nature +18% lightning Physical save +12 (+4 eff.) Rings make your fingers look great! |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's stralite ring of fire (+20%)0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +10 (+1 eff.) Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +1 Cun offense ------ On-Hit 18 physical On-Ranged-Hit 21 physical On-Hit (Melee): * 18% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 37 defense ------ Resistance +9% nature +7% blight Poison Resist +18% Disease Resist +10% Stun Resist +30% other ------- Hate-on-crit +2.00 Max hate +13.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +7 (+3 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +15 (+4 eff.) Stun Resist +30% other ------- Max stamina +19.00 Rings make your fingers look great! |
Aeryyada the Torchburst0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Con offense ------ Physical Power +18 (+7 eff.) Spellpower +18 (+2 eff.) Mindpower +16 (+4 eff.) Damage +18% fire +18% darkness +7% all Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 37 defense ------ Resistance +9% fire +36% darkness +6% mind Spell save +18 (+5 eff.) other ------- Max stamina +26.00 Rings make your fingers look great! |
voratun fire opal ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +10 Mag +10 Cun offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +6% mind +10% all Ignore resists +27% arcane On-Hit (Melee): * 22% chance to reduce all saves and defense by 37 defense ------ Armor +20 Defense +20 (+6 eff.) Resistance +5% arcane +9% mind Spell save +20 (+5 eff.) Rings make your fingers look great! |
voratun pearl ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +5 Con defense ------ Armor +5 Resistance +5% all Spell save +16 (+4 eff.) other ------- Max stamina +27.00 Rings make your fingers look great! |
voratun pearl ring0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Armor +5 Resistance +13% blight +13% nature +5% all Poison Resist +20% Disease Resist +30% Rings make your fingers look great! |
Arthinik (129% power, 5 apr, blight element) =CON=5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +5 Mag +5 Cun +7 Con offense ------ Spell Crit +4% Critical power +20.00% Spellpower +12 (+1 eff.) Damage +25% blight defense ------ Armor +2 Resistance +12% blight Crit Resistance 10.00% other ------- Mana/turn +0.20 Negative/turn +0.20 Vim-on-crit +5.00 Max mana +70.00 Max vim +29.00 Max negative +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Glownail' (129% power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +42.00% Spellpower +25 (+3 eff.) On-Hit 50 fire Damage +43% arcane +9% light When Hit 4 arcane defense ------ Armor +7 Defense +6 (+2 eff.) Resistance +5% arcane other ------- See Invisibility +21 Wards +2 arcane Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+6 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Barak (142% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 142% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +25.00% Spellpower +37 (+5 eff.) On-Hit 27 fire Damage +6% blight +34% fire +12% arcane defense ------ Resistance +12% blight +5% arcane other ------- See Invisibility +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cystsweep (150% power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 150% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +38.00% Spellpower +29 (+4 eff.) On-Hit 30 fire Damage +12% temporal +40% arcane +3% nature Ignore resists +25% nature On-Hit (Melee): * 20% chance to slow global speed by 66% defense ------ Resistance +20% arcane other ------- See Invisibility +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Duskseam (152% power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 152% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +25 (+3 eff.) Damage +9% temporal +9% darkness +42% cold Ignore resists +16% arcane +21% cold Ignore Shields +10% defense ------ Armor +9 Defense +12 (+4 eff.) Spell save +3 (+1 eff.) other ------- Wards +3 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lelethad the dragonbone magestaff (136% power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Str +6 Mag +5 Wil +2 Con offense ------ Spell Crit +5% Spellpower +54 (+7 eff.) Damage +30% lightning +30% arcane +30% fire +9% mind +30% cold defense ------ Crit Resistance 5.00% other ------- Max mana +103.00 See Invisibility +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nudig (136% power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +39.00% Spellpower +29 (+4 eff.) On-Hit 35 fire Damage +21% blight +6% temporal +30% arcane Ignore resists +15% temporal Ignore Shields +27% When Hit 2 temporal defense ------ Defense +14 (+4 eff.) Resistance +12% darkness +14% temporal Shield Power +12% Anomaly Control +5 Out-of-Phase Defense +27 Out-of-Phase Resistance +28% Out-of-Phase Resilience +23% other ------- See Invisibility +19 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ragodelach (151% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 151% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +35.00% Spellpower +42 (+5 eff.) On-Hit 30 fire Damage +18% arcane +41% fire Ignore resists +20% blight defense ------ Resistance +18% blight other ------- Mana/turn +0.38 See Invisibility +18 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Sleetpall the dragonbone vilestaff (136% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Mag +10 Wil +12 Cun offense ------ Spell Crit +5% Spellpower +19 (+2 eff.) Spellpower/crit +7 Damage +30% cold +6% light +30% fire Ignore resists +10% cold Ignore Shields +25% defense ------ Armor +7 Hardiness +5% Defense +15 (+5 eff.) Shield Power +15% Physical save +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ulukan the dragonbone magestaff (136% power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Damage +30% cold Ignore resists +5% blight +15% cold +16% mind On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 48 * 21% chance to reduce all saves and defense by 37 defense ------ Armor +8 Defense +7 (+2 eff.) Resistance +3% blight +15% cold +3% mind other ------- Wards +2 cold Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Elann' (136% power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Mag offense ------ Spell Crit +13% Critical power +5.00% Spellpower +18 (+2 eff.) Spellpower/crit +4 Damage +30% blight +30% fire +30% darkness +30% acid Ignore resists +5% blight +10% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 48 other ------- Mana/turn +0.29 Max mana +49.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Layyvea' (144% power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 145% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +5 Con offense ------ Physical Crit +2.0% Spell Crit +5% Spellpower +33 (+4 eff.) Damage +36% blight +36% fire +36% darkness +36% acid defense ------ Defense +10 (+3 eff.) Resistance +3% temporal other ------- Mana/turn +0.33 Max mana +77.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
Morrigor (161% power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 162% Range: 1.0x-1.4x Uses 60% Mag, 60% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 240.42 arcane and 103.62 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+3 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Spellblade (161% power, 0 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 162% Range: 1.0x-1.4x Uses 20% Mag, 90% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +8 Mag offense ------ Spell Crit +9% Spellpower +25 (+3 eff.) Damage +30% lightning +30% fire +30% arcane other ------- Light +1 On Spell Hit: 12% Lightning level 5 On Spell Hit: 12% Flame level 5 On Spell Hit: 12% Manathrust level 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
stralite dagger (135% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Normal] Weapon Damage 135% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Sharp, short and deadly. |
Issoyandur the Festerslicer (114% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 nature On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Mind Crit +11% Mindpower +16 (+4 eff.) On-Hit 10 lightning 23 physical 10 cold 10 acid 10 fire Damage +14% physical +11% mind +6% temporal Ignore resists +20% physical When Hit 6 nature 4 temporal On-Hit (Melee): * 23% chance to slow global speed by 66% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +10% lightning +30% physical +7% fire +8% cold +10% acid other ------- Psi-on-crit +5.00 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. |
Aerihor the stralite steamsaw (152% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Random Unique] Master/Steamtech Weapon Damage 152% Range: 1.0x-1.5x Uses 100% Mag Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +67 On Hit: * 20% chance to reduce all saves and defense by 37 Uses 1.0 Steam While equipped: offense ------ Damage +9% mind On shield block: * Cause enemies within radius 6 to bleed for 154 physical damage over 5 turns (1/turn) On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +9% mind +22% cold other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Galen's Will (150% power, 45 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 150% Range: 1.0x-1.5x Uses 100% Mag Damage Occult Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +45 Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag offense ------ Spell Speed +10% defense ------ Fatigue +15% Spell save +10 (+3 eff.) Silence Resist +40% other ------- Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
voratun steamsaw 'Pitchdare' (148% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Rare] Master/Steamtech Weapon Damage 149% Range: 1.0x-1.5x Uses 100% Mag Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +104 On-Hit, radius 1 +21 blight On-crit, radius 2 +21 lightning +16 fire Uses 1.0 Steam While equipped: offense ------ Damage +32% darkness On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 48 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +9% darkness +25% fire other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Samychik' (65% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Steamtech Weapon Damage 163% Range: 1.0x-1.5x Uses 100% Mag Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +107 On-hit +19 blight On-Hit, radius 1 +4 blight +20 temporal On Hit: 20% Epidemic level 5 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 48 Uses 1.0 Steam When used to Attack: On-hit +16 acid While equipped: Stats +6 Con offense ------ Spell Crit +2% Spellpower/crit +10 Damage +6% temporal When Hit: * 20% chance to reduce armor by 59% defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +19% acid Disease Resist +35% other ------- Mana-on-crit +2.32 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
verdant woollen robe (0 def, 0 armour) =CON=2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +2 Con offense ------ Damage +7% nature defense ------ Resistance +9% all Poison Resist +20% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
verdant silk robe of life (0 def, 0 armour) =CON=2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +7 Con offense ------ Damage +8% nature defense ------ Resistance +8% blight +13% all Life +54.00 Life Regen +2.40 Healmod +14% Poison Resist +29% Disease Resist +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+4 eff.) Spellpower +30 (+4 eff.) defense ------ Defense +6 (+2 eff.) Resistance +15% all Spell save +25 (+7 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
Glesemira the elven-silk robe (5 def, 5 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Master/Psionic While equipped: Stats +10 Cun +1 Con offense ------ Physical Crit +1.0% Mind Crit +5% Critical power +20.00% Mindpower +10 (+2 eff.) Damage +30% darkness +29% physical Ignore resists +20% darkness +20% physical defense ------ Armor +5 Defense +5 (+1 eff.) Resistance +4% physical +15% all Physical save +30 (+10 eff.) Unlife -40.00 life other ------- Hate-on-crit +5.00 Psi-on-crit +3.00 Max stamina +35.11 Max hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tundrabrace (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +10 Wil +10 Mag offense ------ Spell Crit +5% Spellpower +46 (+6 eff.) Spellpower/crit +6 Damage +13% temporal +6% cold +30% arcane +13% all Ignore resists +25% mind When Hit 10 darkness defense ------ Resistance +9% cold +15% all Silence Resist +44% other ------- Max mana +95.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +2 Wil offense ------ Spellpower +13 (+1 eff.) Spellpower/crit +4 defense ------ Resistance +15% all Silence Resist +41% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Purepain the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +5 Wil +6 Cun +5 Con offense ------ Physical Crit +12.0% Mind Crit +13% Mindpower +9 (+2 eff.) Damage +6% arcane +6% mind Ignore resists +5% mind When Hit 2 mind 4 nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Resistance +5% arcane +12% nature Mind save +25 (+7 eff.) Life +93.00 A belt that goes around your waist. |
drakeskin leather belt 'Cobrabile'1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +6% Spellpower +7 (+1 eff.) Damage +6% acid +6% temporal +9% nature When Hit 6 nature On-Hit (Melee): * 20% chance to slow global speed by 66% defense ------ Resistance +9% acid +15% fire +13% cold Mind save +13 (+4 eff.) A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of magery1.0 Encumbrance T5 belt armor [Ego++] Arcane While equipped: Stats +17 Mag +4 Wil offense ------ Spell Crit +5% other ------- Mana/turn +0.39 Max mana +42.00 A belt that goes around your waist. |
Isonor the Frigidslicer (1 def, 0 armour) =STR=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +7 Str +2 Mag +2 Wil offense ------ Damage +3% cold defense ------ Defense +1 (+0 eff.) Resistance +3% cold +4% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+3 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.6 Power cost 28 out of 28/28. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 664.55 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Adyrith (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Crit +2.0% Spell Crit +6% Critical power +20.00% Physical Power +15 (+6 eff.) Spellpower +9 (+1 eff.) Damage +12% arcane Ignore resists +15% arcane Ignore Armor +4 On-Hit (Melee): * 20% chance to reduce armor by 59% defense ------ Defense +3 (+1 eff.) Resistance +3% physical +24% darkness +27% temporal Mind save +13 (+4 eff.) Out-of-Phase Defense +21 Out-of-Phase Resistance +14% Out-of-Phase Resilience +27% other ------- Stamina/turn +1.00 Max mana +89.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanavea the Rootblight (15 def, 9 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +2 Wil +2 Con offense ------ Ignore resists +20% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +9 Defense +15 (+5 eff.) Resistance +5% arcane +24% cold Crit Resistance 15.00% Physical save +23 (+8 eff.) Mind save +12 (+3 eff.) Unlife -50.00 life 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 'Noonwend' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: offense ------ Spellpower +41 (+5 eff.) Spellpower/crit +14 Damage +19% darkness +24% acid Ignore resists +15% darkness Ignore Shields +41% On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 48 defense ------ Defense +3 (+1 eff.) Resistance +24% acid +19% darkness +18% light Stealth +24 other ------- Mana/turn +0.28 Mana-on-crit +2.71 Max vim +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of hardened leather boots of strife (0 def, 3 armour) =CON=2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Wil +1 Cun +6 Con offense ------ Mindpower +5 (+1 eff.) Ignore resists +7% physical defense ------ Armor +3 Physical save +12 (+4 eff.) Mind save +11 (+3 eff.) Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+2 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 324 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+0 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Duskzeal of the Blightspawn (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil +9 Mag offense ------ Spellpower +7 (+1 eff.) Damage +16% acid +12% mind +9% blight Ignore resists +10% mind When Hit: * 39% chance to reduce strength, dexterity, and constitution by 48 * 29% chance to reduce damage dealt by 30% defense ------ Armor +5 Fatigue -10% Resistance +3% acid Physical save +15 (+5 eff.) Mind save +6 (+2 eff.) Disease Resist +44% other ------- Encumbrance +46 Stamina/turn +1.20 Psi when Hit +0.08 Max stamina +40.00 A pair of boots made of leather. |
Hevor the pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +2 Str +4 Dex +3 Cun offense ------ Physical Crit +11.0% Physical Power +10 (+4 eff.) Ignore resists +5% acid Ignore Armor +24 defense ------ Armor +5 Fatigue +4% Resistance +3% light +6% cold Physical save +6 (+2 eff.) Unlife -40.00 life Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Eclipseschism' (0 def, 7 armour)3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: offense ------ Damage +15% darkness +3% temporal Ignore resists +15% temporal defense ------ Armor +7 Fatigue -2% Resistance +12% temporal Physical save +13 (+5 eff.) Life Regen +6.00 Healmod +16% other ------- Encumbrance +30 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +5 Fatigue +4% Silence Resist +32% Confus Resist +31% Stun Resist +38% other ------- Stamina/turn +0.80 Max stamina +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivelema the Sepsisbraid (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex offense ------ On-Hit 26 darkness Damage +17% darkness +12% nature Ignore resists +20% nature +20% fire Accuracy +24 (+6 eff.) When Hit 8 cold On-Hit (Melee): * 10% chance to slow global speed by 66% defense ------ Armor +3 Resistance +6% cold +29% darkness +3% fire Unarmed combat: Weapon Damage 129% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +5 Critical Rate +16.0% Attack Speed 100% On Hit: 40% Moonlight Ray level 5 On Hit: * 27% chance to reduce damage dealt by 30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +6.0% Spell Crit +17% Mind Crit +11% Critical power +9.00% Spellpower +5 (+0 eff.) defense ------ Armor +3 other ------- Mana/turn +0.38 Unarmed combat: Weapon Damage 139% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On-hit +18 arcane On Hit: 10% Elemental Bolt level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisenn the voratun gauntlets (5 def, 8 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +10 Mag offense ------ Physical Power +25 (+9 eff.) Damage +10% arcane defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +5% Resistance +6% cold +3% temporal +8% light +10% darkness Mind save +13 (+4 eff.) Life +80.00 Silence Resist +10% Pinning Resist +10% other ------- Infravision +2 Unarmed combat: Weapon Damage 149% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +18 arcane On-crit, radius 2 +40 darkness +15 arcane +44 light On Hit: 10% Battle Shout level 5 Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 175.54 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of dexterity (+3) (0 def, 3 armour) =DEX=1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Str +7 Dex +4 Cun offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +3 Fatigue +5% Physical save +6 (+2 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +14 Ignore Armor +15 Critical Rate +25.0% Attack Speed 83% On Hit: 10% Set Up level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Samilin' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Wil offense ------ Spellpower +30 (+4 eff.) Spellpower/crit +8 Ignore Shields +30% When Hit 10 blight defense ------ Defense +1 (+0 eff.) Physical save +7 (+3 eff.) other ------- Mana-on-crit +2.02 A pointy cloth hat, very wizardly... |
Tundrakiller the drakeskin leather hat (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +21 Str +9 Dex +0 Cun offense ------ Damage +3% darkness +6% cold When Hit 4 acid 4 cold 6 darkness On-Hit (Melee): * 23% chance to reduce armor by 59% defense ------ Armor +5 Fatigue +5% Resistance +13% blight +3% cold +15% darkness Spell save +14 (+4 eff.) Mind save +12 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 36 light damage to everyone else who enters. The circle lasts 4 turns. A hat made of leather. Very stylish. |
drakeskin leather hat 'Fogransom' (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Dex offense ------ Damage +15% darkness Ignore resists +10% darkness +10% light Ignore Armor +7 On-Hit (Melee): * 23% chance to reduce damage dealt by 30% defense ------ Armor +5 Fatigue +5% Resistance +15% lightning +15% temporal other ------- Stamina when Hit +3.00 EQ when Hit +3.00 A hat made of leather. Very stylish. |
elven-silk wizard hat 'Mayirawe' (18 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +7 Mag +0 Cun +7 Con offense ------ Spell Crit +5% Spellpower +14 (+2 eff.) Damage +13% arcane defense ------ Defense +18 (+6 eff.) Resistance +5% arcane +15% temporal Spell save +9 (+3 eff.) Unlife -20.00 life other ------- Mana/turn +2.86 Mana when Hit +1.30 Max mana +110.00 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Glareth (2 def, 16 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Critical power +15.00% Damage +16% mind +12% arcane defense ------ Armor +16 Defense +2 (+0 eff.) Resistance +16% mind +6% light Crit Resistance 15.00% Cut Resist +20% other ------- Mana-on-crit +2.00 A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+0 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Nerisema the Shineslice (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane While equipped: Stats +8 Mag +4 Wil offense ------ Spellpower +9 (+1 eff.) Damage +9% blight Ignore resists +15% blight When Hit 4 blight defense ------ Defense +2 (+0 eff.) Resistance +6% light Spell save +7 (+2 eff.) other ------- Mana/turn +1.40 Mana when Hit +1.10 Max mana +56.00 Light +2 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
mindcaging hardened leather cap of blood magic (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +2% Damage +9% blight +10% arcane defense ------ Armor +3 Fatigue +3% Resistance +11% mind Mind save +10 (+3 eff.) Confus Resist +25% A cap made of leather. |
Crown of Eternal Night (0 def, 3 armour)2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Bethothra (8 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Critical power +5.00% Mindpower +6 (+1 eff.) Damage +20% acid +15% physical Accuracy +10 (+3 eff.) defense ------ Defense +8 (+2 eff.) Resistance +30% acid +15% temporal +15% lightning +6% nature +2% physical Healmod +5% Cut Resist +23% A pointy cloth hat, very wizardly... |
Nerugana (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +8 Wil +12 Cun +3 Con offense ------ Mind Crit +7% Ignore resists +10% mind defense ------ Defense +3 (+1 eff.) Resistance +7% lightning +6% temporal +8% light +8% fire +7% nature +17% acid +8% blight +8% cold +6% mind +7% darkness Crit Resistance 15.00% Mind save +36 (+9 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 4.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 258 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil +0 Cun +0 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Helm of Knowledge (0 def, 12 armour)3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +10% arcane +15% light +15% mind Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Kindleblack the dwarven-steel helm (0 def, 7 armour) =DEX=3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +3 Dex +2 Cun +6 Con offense ------ Physical Power +4 (+2 eff.) Damage +6% fire When Hit 8 cold defense ------ Armor +7 Fatigue +4% Resistance +6% cold +9% fire other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Morningresolve (0 def, 4 armour) =WATER=3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% light +6% mind +6% nature When Hit 2 mind defense ------ Armor +4 Fatigue +4% Resistance +18% light +11% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
20 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 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. |
10 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
1783 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
44 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Haranik =CON=2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +6 Con defense ------ Resistance +9% mind Physical save +6 (+2 eff.) Healmod +12% other ------- Light +3 See Invisibility +9 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(148 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Cloudrage' =STR=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +6 Str +2 Wil offense ------ Damage +9% lightning Ignore resists +5% fire defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Runyrath'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Wil offense ------ Spell Crit +2% Spellpower +10 (+1 eff.) Damage +8% mind Ignore resists +5% blight Ignore Shields +30% other ------- Mana/turn +0.04 Max vim +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 133). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 324.72 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+5 eff.) Spellpower +12 (+1 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.2 Power cost 80 out of 150/150. Range melee/personal Cooldown: 7 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 115.67 cold damage and 123.18 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
arcane dynamo0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to armor/cloth When attached: other ------- Talents +3 Arcane Dynamo Allows the use of Technomancy spells. Tinkers can be attached to normal items to improve them with steam power! |
arcane dynamo0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to armor/cloth When attached: other ------- Talents +4 Arcane Dynamo Allows the use of Technomancy spells. Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Gilerach the Flashblow (dig speed 15 turns)3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Dex +3 Wil +3 Con offense ------ Physical Power +9 (+4 eff.) Move Speed +10% Ignore resists +10% fire On-Hit (Melee): * 20% chance to reduce armor by 59% defense ------ Physical save +11 (+4 eff.) Spell save +15 (+4 eff.) Mind save +15 (+4 eff.) Life +90.00 other ------- Light +2 See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Bethevea [power 180] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Mag offense ------ Ignore resists +15% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 48 defense ------ Crit Resistance 15.00% other ------- Light +2 See Invisibility +3 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 295 physical damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Xonn' [power 296] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +9 Mag offense ------ Spell Crit +2% Critical power +10.00% other ------- Vim-on-crit +2.00 Max mana +100.00 Sting an enemy dealing 346 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Bethutha the ash wand of shielding [power 212] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +3 Con offense ------ Spell Crit +7% Critical power +15.00% Ignore Shields +10% defense ------ Defense +5 (+1 eff.) other ------- Max vim +20.00 Create a shield absorbing up to 405 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home"2.0 Encumbrance 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 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Rolarm the Drem Archmage level 39
26th Voratun 123rd year of Ascendancy at 08:09 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rolarm the Drem Archmage level 50
18th Dearth 124th year of Ascendancy at 06:46 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Rolarm the Drem Archmage level 38
24th Voratun 123rd year of Ascendancy at 08:02 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Rolarm the Drem Archmage level 33
7th Voratun 123rd year of Ascendancy at 02:42 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Rolarm the Drem Archmage level 43
29th Wealth 123rd year of Ascendancy at 16:09 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rolarm the Drem Archmage level 43
4th Dearth 123rd year of Ascendancy at 00:06 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Rolarm the Drem Archmage level 50
32nd Steel 125th year of Ascendancy at 00:58 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Rolarm the Drem Archmage level 50
25th Voratun 124th year of Ascendancy at 21:10 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Rolarm the Drem Archmage level 50
9th Stralite 125th year of Ascendancy at 21:13 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Rolarm the Drem Archmage level 41
24th Wealth 123rd year of Ascendancy at 16:39 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Rolarm the Drem Archmage level 50
14th Voratun 124th year of Ascendancy at 21:18 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rolarm the Drem Archmage level 21
16th Dearth 122nd year of Ascendancy at 15:34 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Rolarm the Drem Archmage level 50
11st Dearth 124th year of Ascendancy at 13:06 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Rolarm the Drem Archmage level 40
25th Profit 123rd year of Ascendancy at 06:21 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Rolarm the Drem Archmage level 50
9th Stralite 125th year of Ascendancy at 16:26 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Rolarm the Drem Archmage level 49
30th Steel 124th year of Ascendancy at 08:15 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Rolarm the Drem Archmage level 36
16th Voratun 123rd year of Ascendancy at 04:30 see stats
Entropy's End (Insane (Roguelike) difficulty)
Destroyed the Hypostasis of Entropy.By Rolarm the Drem Archmage level 50
3rd Stralite 125th year of Ascendancy at 14:02 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Rolarm the Drem Archmage level 50
30th Iron 125th year of Ascendancy at 19:50 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rolarm the Drem Archmage level 22
31st Dearth 122nd year of Ascendancy at 13:41 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rolarm the Drem Archmage level 33
32nd Stralite 123rd year of Ascendancy at 20:01 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Rolarm the Drem Archmage level 50
22nd Shortage 124th year of Ascendancy at 08:42 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Rolarm the Drem Archmage level 50
11st Dearth 124th year of Ascendancy at 14:59 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rolarm the Drem Archmage level 32
11st Stralite 123rd year of Ascendancy at 02:33 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Rolarm the Drem Archmage level 45
4th Dearth 123rd year of Ascendancy at 03:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rolarm the Drem Archmage level 10
28th Voratun 122nd year of Ascendancy at 21:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rolarm the Drem Archmage level 20
30th Wealth 122nd year of Ascendancy at 10:25 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Rolarm the Drem Archmage level 30
3rd Steel 123rd year of Ascendancy at 19:39 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Rolarm the Drem Archmage level 40
23rd Profit 123rd year of Ascendancy at 07:46 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Rolarm the Drem Archmage level 50
12nd Voratun 124th year of Ascendancy at 20:46 see stats
Now, this is impressive! (Insane (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Rolarm the Drem Archmage level 50
19th Steel 125th year of Ascendancy at 00:40 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Rolarm the Drem Archmage level 50
20th Shortage 124th year of Ascendancy at 07:22 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Rolarm the Drem Archmage level 50
24th Voratun 124th year of Ascendancy at 13:34 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Rolarm the Drem Archmage level 26
25th Shortage 122nd year of Ascendancy at 20:30 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Rolarm the Drem Archmage level 50
33rd Dearth 124th year of Ascendancy at 19:46 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Rolarm the Drem Archmage level 40
25th Profit 123rd year of Ascendancy at 01:26 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Rolarm the Drem Archmage level 33
6th Voratun 123rd year of Ascendancy at 00:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Rolarm the Drem Archmage level 24
39th Dearth 122nd year of Ascendancy at 15:40 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Rolarm the Drem Archmage level 41
10th Wealth 123rd year of Ascendancy at 05:10 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Rolarm the Drem Archmage level 50
30th Iron 125th year of Ascendancy at 19:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rolarm the Drem Archmage level 11
30th Voratun 122nd year of Ascendancy at 12:54 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Rolarm the Drem Archmage level 50
20th Shortage 124th year of Ascendancy at 09:09 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Rolarm the Drem Archmage level 50
30th Iron 125th year of Ascendancy at 19:50 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Rolarm the Drem Archmage level 41
10th Wealth 123rd year of Ascendancy at 10:06 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Rolarm the Drem Archmage level 11
1st Acquisition 122nd year of Ascendancy at 03:29 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Rolarm the Drem Archmage level 46
27th Loss 123rd year of Ascendancy at 06:33 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Rolarm the Drem Archmage level 30
45th Steel 123rd year of Ascendancy at 00:47 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rolarm the Drem Archmage level 21
4th Dearth 122nd year of Ascendancy at 13:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rolarm the Drem Archmage level 16
10th Wealth 122nd year of Ascendancy at 08:04 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Rolarm the Drem Archmage level 37
20th Voratun 123rd year of Ascendancy at 10:47 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Rolarm the Drem Archmage level 50
8th Stralite 125th year of Ascendancy at 16:51 see stats
Log
Rolarm enters a Forbidden Tome!
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
--------------------------------
Disruption Shield hits Rolarm for (121 absorbed) damage.
--------------------------------
Rolarm casts Phase Door.
Select a target to teleport...
Select a teleport location...
Rolarm is out of phase.
--------------------------------
You don't see how to get there...
--------------------------------
Rolarm is no longer out of phase.
--------------------------------
Talent Phase Door is ready to use.
--------------------------------
There is a book of exit here (press '' or right click to use).
--------------------------------
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Galen's Flowing Robe activates and resets Rolarm's Arcane Power cooldown!
The furious lightning storm around Rolarm calms down and disappears.
































































































































































































