
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Items Vault 1.7.6Donators/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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Classic Talents 1.7.0Modifies certain talents in the 1.6 and later game modules to restore their behaviors from the 1.5 release. Currently affected talents:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) 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:
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Archmage (Technomancer) |
Level / Exp | 44 / 38% |
Size | medium |
Lifes / Deaths | Killed by Urrendo the krog at level 19 on the 13rd Haze 122nd year of Ascendancy at 11:11 0 / 8Killed by Achonuis at level 21 on the 41st Haze 122nd year of Ascendancy at 03:36 Killed by Assassin Lord at level 25 on the 80th Regrowth 123rd year of Ascendancy at 02:44 Killed by Animated potent yew starstaff of greater warding at level 26 on the 27th Pyre 123rd year of Ascendancy at 04:34 Killed by The Master at level 32 on the 22nd Haze 123rd year of Ascendancy at 18:27 Killed by Warbear Polirevena at level 43 on the 51st Dusk 124th year of Ascendancy at 02:16 Killed by Sleeping Emelena at level 44 on the 26th Haze 124th year of Ascendancy at 00:19 Killed by Dozing Isana at level 44 on the 26th Haze 124th year of Ascendancy at 02:25 |
Primary Stats
Strength | 43 (base 19) |
Dexterity | 64 (base 23) |
Constitution | 45 (base 41) |
Magic | 76 (base 60) |
Willpower | 54 (base 39) |
Cunning | 34 (base 22) |
Resources
Life | -4/698 |
Mana | 180/715 |
Equilibrium | 20 |
Steam | 55/110 |
Healing Factor | 1.2511689881047 |
Regeneration | 5.317468199445 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 4 |
See Stealth | 7 |
See Invisible | 38 |
Offense: Mainhand
Damage | 45 |
Accuracy | 41 |
Crit Chance | 29% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 41 |
Crit Chance | 35% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 29% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Physical | +28% |
Lightning | +42% |
Cold | +54% |
Arcane | +16% |
Fire | +64% |
All | +8% |
Offense: Damage Penetration
Lightning | +30% |
Fire | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 30 (44.574340358689%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 38 |
Mental Save | 33 |
Defense: Resistances
Acid | + 46%( 70%) |
Lightning | + 50%( 70%) |
Darkness | + 31%( 70%) |
Cold | + 70%( 70%) |
Blight | + 30%( 70%) |
Physical | + 39%( 70%) |
Fire | + 70%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 45% |
Poison Resistance | 20% |
Blind Resistance | 22% |
Silence Resistance | 100% |
Teleport Resistance | 10% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Pinning Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 367 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 146 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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 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 38 up to 7 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Occult technomancy | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Arcane elements | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Spell / Terrene technomancy | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Galvanic technomancy | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You 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 again | active |
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 wretchling. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Vorobreta the grave wight. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Aletta Soultorn. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 146. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed black mamba head. * You've found the needed minotaur nose. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed ice ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +6 Str +5 Dex offense ------ Steampower +3 (+2 eff.) Damage +10% fire defense ------ Armor +9 Defense +9 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +3 Rocket Boots These boots have a 11% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (64 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (113 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 3/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. This object's appearance was changed to Wanderer's Rest. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) defense ------ Resistance +7% blight +5% darkness Blind Resist +22% Confus Resist +15% other ------- Light +9 Infravision +4 See Stealth +7 See Invisibility +18 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +6 Cun +3 Con offense ------ Spellpower +5 (+1 eff.) Damage +8% arcane defense ------ Defense +2 (+1 eff.) Mind save +9 (+5 eff.) other ------- Mana/turn +1.90 Mana when Hit +1.20 Max mana +44.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... This object's appearance was changed to Brass Goggles. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +13 Disarm Resist +50% other ------- Talents +5 Voltaic Sentry Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! This object's appearance was changed to Dakhtun's Gauntlets. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag defense ------ Resistance +15% acid +25% fire +13% lightning +14% cold Spell save +12 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +21% fire +12% cold Ignore resists +5% lightning +15% fire defense ------ Resistance +15% lightning +24% fire +24% cold Mind save +8 (+4 eff.) 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? |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. This item has been sent to the Item's Vault. |
In main hand | ![]() 3.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 27.0 - 32.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Spell Crit +13% Critical power +16.00% Physical Power +20 (+6 eff.) Spellpower +13 (+3 eff.) Damage +27% lightning Accuracy +5 (+2 eff.) Ignore Armor +3 defense ------ Resistance +3% darkness Life +40.00 Life Regen +4.00 other ------- Mana/turn +4.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 4 Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Eclipse. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Defense +6 (+2 eff.) Slow Projectiles +15% Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 290, based on Magic) for 10 turns. Uses 20 power out of 1/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. On Critical: * project a beam of lightning While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. This object's appearance was changed to Overburst. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex defense ------ Defense +3 (+1 eff.) Resistance +3% cold +12% fire Physical save +16 (+7 eff.) Poison Resist +20% Teleport Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wind's Whisper. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Str +6 Mag +6 Wil offense ------ Damage +7% lightning +20% physical +25% fire +34% cold +14% acid defense ------ Resistance +5% lightning +18% physical +13% acid +27% cold +13% fire +15% all other ------- Talents +1 Arcane Dynamo Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Galen's Flowing Robe. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (87% 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. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 4 temporal, 4 fire, 4 nature, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 37% faster, and you are invisible (power 17). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Master While equipped: defense ------ Armor +5 Defense +9 (+2 eff.) Max Resistance +4% all Physical save +12 (+6 eff.) other ------- Masteries +0.19 Spell/Storm +0.19 Spell/Aegis Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 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. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Weapon Damage 57.0 - 85.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +12 Str +14 Dex +12 Mag +5 Wil +12 Cun +12 Con Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+3 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 40 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 16.70 acid and 14.78 blight damage. If not cleared after five turns it will inflict 83.92 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. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% Ignore resists +8% physical Accuracy +15 (+5 eff.) Ignore Armor +11 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +6 Str +4 Con offense ------ Physical Power +11 (+3 eff.) Damage +13% physical Ignore resists +10% physical Accuracy +19 (+6 eff.) defense ------ Disarm Resist +24% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master Weapon Damage 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Crit +8.0% Critical power +25.00% Physical Power +9 (+3 eff.) Ignore resists +10% physical Ignore Armor +9 defense ------ Disarm Resist +26% Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Random Unique] Nature/Master Weapon Damage 72.0 - 100.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +18 nature While equipped: Stats +3 Dex +2 Wil +2 Con offense ------ Spell Crit +1% Critical power +15.00% Accuracy +5 (+2 eff.) When Hit 6 physical Blunt and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature Weapon Damage 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +8 lightning On-Hit, radius 1 +8 lightning While equipped: Stats +4 Str +5 Dex +4 Mag +4 Wil +3 Cun +4 Con offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 11 lightning 9 cold Damage +9% lightning +11% cold +7% nature Ignore resists +13% lightning +7% cold defense ------ Armor +8 Resistance +22% lightning +11% cold +7% blight Mind save +12 (+6 eff.) Disease Resist +16% other ------- 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. This object's appearance was changed to Overburst. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +14 lightning While equipped: offense ------ Damage +14% lightning Ignore resists +12% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Unknown Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+10 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 3.0 Encumbrance T5 staff 1H weapon [Rare] Arcane Weapon Damage 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +20 (+5 eff.) Damage +12% acid +6% temporal +37% fire Ignore resists +25% acid +15% temporal +35% mind defense ------ Resistance +6% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Mag +3 Wil offense ------ Physical Crit +6.0% Spell Crit +5% Spellpower +21 (+5 eff.) Damage +30% temporal other ------- Max mana +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag 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 +22 (+6 eff.) Damage +30% lightning +30% cold +30% arcane +30% fire defense ------ Resistance +15% lightning +15% cold +15% arcane +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +5% Critical power +17.00% Spellpower +28 (+7 eff.) On-Hit 23 fire Damage +30% cold other ------- Max mana +36.00 See Invisibility +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 33.0 - 39.6 Physical Uses 80% Mag 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 Cun offense ------ Spell Crit +5% Spellpower +17 (+4 eff.) Damage +33% physical other ------- Max positive +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +10 draining blight While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +30% acid defense ------ Lifesteal Chance +12% Lifesteal +13% other ------- Mana/turn +0.14 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 100% Block +50 On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +8 (+2 eff.) Fatigue +9% other ------- Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego] Arcane/Nature/Steamtech Weapon Damage 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +71 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Life +78.00 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! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Arcane/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +94 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +9 Mag +9 Cun +4 Con offense ------ Damage +10% light +12% darkness When Hit: * 19% chance to reduce armor by 39% defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +18% acid +14% light +15% darkness 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! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Weapon Damage 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +54 On-Hit, radius 1 +14 fire Uses 1.0 Steam While equipped: offense ------ Ignore resists +10% cold defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +6% darkness +6% nature Physical save +18 (+8 eff.) Life +80.00 Life Regen +4.00 Healmod +10% 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! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Nature/Disrupt/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 Damage Against +30% Unnatural On-crit, radius 2 +14 lightning +30 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Uses 1.0 Steam While equipped: offense ------ Move Speed +26% Ignore resists +20% lightning +25% cold defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% 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! |
![]() 3.0 Encumbrance T3 trident 2H weapon [Unique] Arcane Weapon Damage 50.0 - 70.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +5.0% Attack Speed 100% On-hit +20 shadowflame On-crit, radius 2 +20 % chance of gloom effects While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% other ------- Hate-on-crit +3.00 Light -1 Infravision +3 (The Gloom burst on critical applies debuffs.) Earthquake: Effective talent level: 3.9 Power cost 50 out of 50/50. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 92.28 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Psionic Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +13 lightning +28 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Move Speed +44% Ignore resists +11% lightning +17% cold One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun offense ------ Steampower +5 (+3 eff.) defense ------ Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Generate a personal shield that absorbs up to 148 damage and damages attackers striking the wearer for 30 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: defense ------ Armor +8 Defense +11 (+3 eff.) Resistance +7% acid +6% fire +7% lightning +7% cold Physical save +17 (+8 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Nature While equipped: Stats +5 Str +2 Dex +5 Wil +3 Cun defense ------ Physical save +14 (+7 eff.) Spell save +16 (+6 eff.) Mind save +18 (+8 eff.) Life Regen +1.90 Healmod +14% A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.3 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 146.74 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+3 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. This object's appearance was changed to Galen's Flowing Robe. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+4 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+7 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 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. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil +2 Cun offense ------ Spell Crit +7% Spellpower +18 (+5 eff.) Spellpower/crit +4 Damage +8% light +6% darkness defense ------ Resistance +13% all Silence Resist +39% A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Galen's Flowing Robe. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Damage +18% acid +14% temporal +9% fire +19% cold +12% arcane +13% physical defense ------ Resistance +15% acid +12% physical +10% fire +15% cold +15% all other ------- Max mana +57.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun offense ------ Critical power +13.00% Spellpower +16 (+4 eff.) Damage +5% all defense ------ Resistance +13% all other ------- Hate-on-crit +4.00 Psi-on-crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +7% nature defense ------ Resistance +15% blight +15% all Life +85.00 Life Regen +3.80 Healmod +23% Poison Resist +29% Disease Resist +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +3 Str +3 Cun +7 Con defense ------ Armor +5 Physical save +22 (+9 eff.) Mind save +18 (+8 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +5 Con defense ------ Armor +3 Fatigue +5% Physical save +20 (+9 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +39% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Dakhtun's Gauntlets. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: Stats +0 Cun offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 45.51 to 136.52 lightning damage (91.01 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. This object's appearance was changed to Cloud Caller. |
![]() 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. |
![]() 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+3 eff.) Mindpower +15 (+7 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+1 eff.) Resistance +20% fire Mind save -10 (-5 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane/Nature While equipped: Stats +0 Cun offense ------ Damage +12% fire defense ------ Defense +2 (+1 eff.) Resistance +18% fire Shield Power +7% Life Regen +2.00 A pointy cloth hat, very wizardly... This object's appearance was changed to Brass Goggles. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Str +0 Cun +8 Con offense ------ Physical Crit +3.0% Physical Power +20 (+6 eff.) Ignore resists +25% physical defense ------ Armor +5 Fatigue +5% Physical save +15 (+7 eff.) other ------- Stamina/turn +3.00 A hat made of leather. Very stylish. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 38.51 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Dex defense ------ Armor +8 Defense +26 (+7 eff.) Fatigue +8% Resistance +8% physical +12% blight +9% cold +5% arcane +6% nature Physical save +43 (+16 eff.) Spell save +3 (+2 eff.) Life +50.00 Life Regen +7.00 Healmod +18% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +12 Defense +20 (+5 eff.) Fatigue +8% Resistance +13% acid +6% cold +17% nature +15% blight other ------- Breathe water A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: offense ------ Mindpower +13 (+6 eff.) defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +17% acid +10% physical +9% cold +11% lightning +10% fire A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Arcane/Nature While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +15% light +14% darkness Life +27.00 Life Regen +8.00 Healmod +17% A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego++] Disrupt/Psionic While equipped: Stats +5 Cun +6 Wil defense ------ Armor +16 Fatigue +22% Resistance +14% nature +18% blight Resist Against +8% Unnatural Mind save +16 (+8 eff.) A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil defense ------ Armor +10 Fatigue +8% Resistance +24% lightning +16% physical Windwall +97 Slow Projectiles +33% other ------- Talents +1 Block Handheld deflection devices. |
afflicted obsidian wardstone of the delver afflicted obsidian wardstone of the delver1.0 Encumbrance T4 wardstone armor [Ego++] Arcane/Psionic While equipped: defense ------ Defense +8 (+2 eff.) Resistance +9% fire +9% darkness +9% physical Damage Reduction +4 all Physical save +14 (+7 eff.) Mind save +10 (+5 eff.) Slow Projectiles +25% other ------- Light +2 Wards +2 fire +2 darkness +2 physical Talents +3 Ward Handheld warding devices |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) Ignore resists +15% fire Accuracy +5 (+2 eff.) other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 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.(111 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+5 eff.) other ------- Light +5 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 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 129.60 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. |
![]() 1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 33.76 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 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 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. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 741.28 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 544.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 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. |
![]() 3.0 Encumbrance T5 shot ammo [Ego++] Master/Psionic Weapon Damage 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +17.0% Capacity 19 On-ranged-hit +18 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +1 Cun defense ------ Resistance +12% light +3% nature other ------- EQ when Hit +0.08 Sting an enemy dealing 553 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 100 Armor: 5 All Resist: 0 Puts all charms on 25 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +15% blight Ignore resists +15% blight On-Hit (Melee): * 20% chance to reduce damage dealt by 19% * 20% chance to reduce armor by 39% defense ------ Resistance +15% blight Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +5 Dex +6 Wil +4 Cun offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 other ------- Light +3 See Invisibility +6 Create a radius 3 storm for 5 turns. Each turn, creatures within take 118 lightning damage and will be dazed for 1 turn (590 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Fire a magical bolt dealing 244 acid damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 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. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By Achonuis the Cornac Archmage level 33
80th Haze 123rd year of Ascendancy at 19:44 see stats
By Achonuis the Cornac Archmage level 33
23rd Haze 123rd year of Ascendancy at 15:52 see stats
By Achonuis the Cornac Archmage level 28
6th Dusk 123rd year of Ascendancy at 14:57 see stats
By Achonuis the Cornac Archmage level 36
14th Regrowth 124th year of Ascendancy at 03:09 see stats
By Achonuis the Cornac Archmage level 36
10th Regrowth 124th year of Ascendancy at 20:05 see stats
By Achonuis the Cornac Archmage level 19
1st Time of Equilibrium 122nd year of Ascendancy at 21:37 see stats
By Achonuis the Cornac Archmage level 34
4th Decay 123rd year of Ascendancy at 21:58 see stats
By Achonuis the Cornac Archmage level 24
76th Haze 122nd year of Ascendancy at 18:49 see stats
By Achonuis the Cornac Archmage level 20
33rd Haze 122nd year of Ascendancy at 19:21 see stats
By Achonuis the Cornac Archmage level 31
29th Dusk 123rd year of Ascendancy at 20:49 see stats
By Achonuis the Cornac Archmage level 25
1st Wintertide 123rd year of Ascendancy at 15:58 see stats
By Achonuis the Cornac Archmage level 10
5th Flare 122nd year of Ascendancy at 21:17 see stats
By Achonuis the Cornac Archmage level 20
33rd Haze 122nd year of Ascendancy at 09:07 see stats
By Achonuis the Cornac Archmage level 30
14th Dusk 123rd year of Ascendancy at 02:05 see stats
By Achonuis the Cornac Archmage level 40
2nd Mirth 124th year of Ascendancy at 00:27 see stats
By Achonuis the Cornac Archmage level 19
74th Dusk 122nd year of Ascendancy at 13:11 see stats
By Achonuis the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 21:24 see stats
By Achonuis the Cornac Archmage level 19
74th Dusk 122nd year of Ascendancy at 13:58 see stats
By Achonuis the Cornac Archmage level 25
25th Pyre 123rd year of Ascendancy at 15:07 see stats
By Achonuis the Cornac Archmage level 35
8th Regrowth 124th year of Ascendancy at 04:47 see stats
By Achonuis the Cornac Archmage level 11
7th Flare 122nd year of Ascendancy at 10:30 see stats
By Achonuis the Cornac Archmage level 25
1st Wintertide 123rd year of Ascendancy at 16:52 see stats
By Achonuis the Cornac Archmage level 38
31st Pyre 124th year of Ascendancy at 20:14 see stats
By Achonuis the Cornac Archmage level 19
4th Haze 122nd year of Ascendancy at 04:17 see stats
By Achonuis the Cornac Archmage level 32
22nd Haze 123rd year of Ascendancy at 20:25 see stats
Log
Dozing Mayunn's Shoot performs a ranged critical strike against Achonuis!
Achonuis is covered in acid!
Dozing Mayunn's Shoot hits Achonuis for (92 absorbed), 0 physical, (9 absorbed), 0 nature (0 total damage).
Dozing Mayunn's Shoot hits Achonuis for (110 absorbed), 0 physical, (6 absorbed), 0 acid, (11 absorbed), 0 nature (0 total damage).
Sleeping Emelena uses Shield Slam.
Your shield crumbles under the damage!
The shield around Achonuis crumbles.
The shattering blow creates a shockwave!
Greater Weapon Focus from Sleeping Emelena performs a melee critical strike against Achonuis!
Sleeping Emelena performs a melee critical strike against Achonuis!
Sleeping Emelena performs a melee critical strike against Achonuis!
Dozing Isana shoots!
Achonuis's spell attains critical power!
Dozing Isana resists!
Achonuis's spell attains critical power!
Talent Blastwave is ready to use.
Sleeping Emelena hits Dozing Isana for (37 flat reduction), 23 physical (23 total damage).
Sleeping Emelena hits Achonuis for (10 absorbed), 65 physical, 11 light, 19 darkness, 102 physical, 10 light, 21 darkness, 135 physical, 14 light, 10 darkness (387 total damage).
Sleeping Emelena hits Dozing Mayunn for (34 flat reduction), 35 physical (35 total damage).
Greater Weapon Focus from Sleeping Emelena hits Achonuis for 64 physical, 10 light, 16 darkness (90 total damage).
Melee retaliation hits Achonuis for 20 lightning, 16 cold (36 total damage).
Acid Splash from Dozing Mayunn hits Achonuis for 7 acid damage.
Thunderstorm hits Sleeping Emelena for 30 lightning, 15 lightning (45 total damage).
Thunderstorm hits Dozing Mayunn for (34 flat reduction), 1 lightning, (34 flat reduction), 2 lightning (4 total damage).
Thunderstorm hits Dozing Isana for (34 flat reduction), 0 lightning, (15 flat reduction), 0 lightning, (35 flat reduction), 0 lightning (0 total damage).
Burning from Achonuis hits Achonuis for 2 fire damage.
Dozing Isana's Shoot hits Achonuis for 135 physical, 14 darkness, 9 arcane (158 total damage).
Dozing Isana's Shoot hits Achonuis for 140 physical, 14 darkness (154 total damage).
Achonuis the level 44 cornac archmage was darkened to death by Dozing Isana on level 1 of Hidden Vault - Vor Pride (2).
The furious lightning storm around Achonuis calms down and disappears.