









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! 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 Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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. 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. 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:
Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 50 / 3017% |
Size | medium |
Lifes / Deaths | Killed by Arera the ogre mauler at level 26 on the 59th Regrowth 123rd year of Ascendancy at 04:43 / 2Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 46th Dusk 124th year of Ascendancy at 10:26 |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 76 (base 38) |
Constitution | 21 (base 11) |
Magic | 94 (base 66) |
Willpower | 76 (base 60) |
Cunning | 96 (base 60) |
Resources
Mana | 102/885 |
Vim | 276/296 |
Life | -539/844 |
Paradox | 301 |
Steam | 2/100 |
Healing Factor | 1.744804467222 |
Regeneration | 0.43620111680549 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +24.999999999988% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 15.059411708156 |
Infravision | 4 |
See Stealth | 10 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 52 |
Accuracy | 52 |
Crit Chance | 64% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 89% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Physical | +62% |
Lightning | +156% |
Light | +56% |
Temporal | +70% |
Cold | +62% |
Arcane | +73% |
Fire | +71% |
All | +21% |
Offense: Damage Penetration
Lightning | +75% |
Light | +50% |
Temporal | +40% |
Blight | +45% |
Arcane | +35% |
Nature | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 69.959955456515 (35.65183292883%) |
Defense | 78 |
Ranged Defense | 82 |
Fatigue | 3 |
Physical Save | 24 |
Spell Save | 57 |
Mental Save | 42 |
Defense: Resistances
Nature | + 75%( 80%) |
Lightning | + 80%( 80%) |
Cold | + 75%( 80%) |
Darkness | + 80%( 80%) |
Blight | + 70%( 70%) |
Arcane | + 40%( 40%) |
Fire | + 75%( 80%) |
All | + 69%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 20% |
Pinning Resistance | 0% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 65% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 570 damage for 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 77%. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1413% for 10 turns (353 total) and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 54%. |
Class Talents
Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 / Storm | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Arcane Dynamo returns 4 more steam per 10 mana spent. Defensive Circuit: Dynamo Boost |
beneficial effect | All resistances increased by 20%. Defensive Circuit: Resistances Boost |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 431. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Damage +6% lightning +12% temporal +9% fire Ignore resists +10% lightning +15% temporal defense ------ Armor +4 Fatigue +3% Resistance +30% lightning Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Spell cooldown 10% Talents +5 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Arcane While equipped: Stats +6 Dex offense ------ Damage +35% light Ignore resists +25% lightning +20% blight defense ------ Armor +18 Resistance +15% darkness +21% lightning Crit Resistance 16.84% Affinity +5% light Life +60.00 Disease Resist +22% other ------- Light +13 See Stealth +10 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 11 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 308.29 light damage. At talent level 3 you gain 37% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 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% Silence Resist +50% A Helmet. But with steam power! |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +25% light defense ------ Armor +14 Physical save +6 (+3 eff.) Life +100.00 Healmod +15% Silence Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sting an enemy dealing 387 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 34% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +33% lightning Ignore resists +15% lightning When Hit 10 nature On-Hit (Melee): * 10% chance to slow global speed by 58% defense ------ Resistance +61% lightning other ------- Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 5.6 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 427.01 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | ![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Master 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% On Hit: * flashes light on your target dealing 91 damage While equipped: offense ------ Physical Crit +20.0% Spell Crit +28% Critical power +32.00% Physical Power +27 (+9 eff.) Spellpower +34 (+7 eff.) Damage +30% lightning Ignore resists +15% nature Accuracy +20 (+7 eff.) On-Hit (Melee): * 10% chance to slow global speed by 58% defense ------ Resistance +6% blight +9% darkness other ------- Talents +1 Command Staff This staff offers 30% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +12% Mind Crit +13% Critical power +15.00% On-Hit 7 lightning Damage +5% lightning defense ------ Armor +3 Resistance +7% lightning other ------- Talents +5 Flash Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+7 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical When Hit 0 physical defense ------ Armor +10 Resistance +15% all Crit Resistance 35.00% other ------- Mana/turn +2.00 Max mana +77.00 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! |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +50% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Stun Resist +50% 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. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +8 Cun +8 Dex offense ------ Physical Power +12 (+4 eff.) Spellpower +16 (+3 eff.) Move Speed +15% Damage +20% lightning +9% all When Hit 34 darkness defense ------ Armor +5 Resistance +5% all Damage Avoidance +8% Affinity +20% lightning Healmod +50% other ------- Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 86%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 73%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 161% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 18 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. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 771.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 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 T5 amulet jewelry [Rare] Nature While equipped: offense ------ Spell Crit +6% Mindpower +25 (+8 eff.) Ignore resists +25% arcane When Hit 6 blight defense ------ Resistance +12% mind +26% light +24% darkness Blind Resist +38% Silence Resist +20% other ------- Hate-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +25 Con defense ------ Armor +5 Defense +10 (+2 eff.) Resistance +10% darkness +10% cold +25% nature +5% all Crit Resistance 23.00% Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +6 Mag defense ------ Resistance +9% light Crit Resistance 15.00% Spell save +15 (+4 eff.) Unlife -80.00 life Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Damage +30% lightning Ignore resists +25% lightning When Hit 8 fire On-Hit (Melee): * 20% chance to reduce armor by 44% defense ------ Fatigue -8% Resistance +9% lightning +6% fire Life Regen +5.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.6 Power cost 60 out of 60/60. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 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: 45 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. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +6 (+2 eff.) Confus Resist +12% other ------- Masteries +0.19 Spell/Air Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ On-Hit 11 light 11 darkness Damage +11% light +8% darkness When Hit: * 12% chance to reduce damage dealt by 25% * 8% chance to blind defense ------ Armor +6 Defense +10 (+2 eff.) Max Resistance +4% all Physical save +20 (+10 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +4 Cun +10 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +1.00 other ------- Stamina/turn +1.10 Amulets make your neck look great! |
![]() 1.0 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. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Mag +15 Wil +8 Cun offense ------ Spellpower +13 (+2 eff.) Mindpower +12 (+4 eff.) Damage +18% nature +3% light When Hit 2 nature defense ------ Resistance +48% nature +9% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 288.71 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Critical power +20.00% Damage +18% fire Accuracy +10 (+4 eff.) defense ------ Armor +8 Resistance +15% acid +36% fire +8% physical other ------- Stamina/turn +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +9 Str +7 Con offense ------ Physical Power +11 (+3 eff.) defense ------ Life +64.00 Life Regen +12.00 Healmod +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +7 Mag +7 Con offense ------ Physical Power +11 (+3 eff.) On-Hit 36 light On-Ranged-Hit 23 light Damage +15% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Silence Resist +50% other ------- Mana/turn +0.13 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Dex +7 Wil +7 Cun +2 Con offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Mindpower +9 (+3 eff.) Damage +12% lightning +18% mind +17% light +8% all defense ------ Resistance +34% light +18% mind other ------- Infravision +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +8 Cun +8 Dex offense ------ Move Speed +22% Accuracy +23 (+8 eff.) defense ------ Defense +11 (+3 eff.) Stun Resist +60% Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Spellpower +10 (+2 eff.) Damage +10% all Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Armor +5 Resistance +12% blight +15% nature +5% all Poison Resist +26% Disease Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Armor +5 Resistance +5% all Life +76.00 Life Regen +16.00 Healmod +17% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +8 Wil offense ------ Mindpower +15 (+5 eff.) Damage +18% mind +31% cold Ignore resists +15% acid +15% cold +15% lightning When Hit 6 cold defense ------ Resistance +30% cold Rings make your fingers look great! |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+9 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. This staff offers 60% bonus to fire, cold, lightning, arcane damage. (included above) 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." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] 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 Mag +6 Wil offense ------ Spell Crit +5% Spellpower +26 (+5 eff.) Damage +30% darkness +17% arcane Ignore resists +17% arcane +15% darkness When Hit 11 acid On-Hit (Melee): * 22% chance to reduce damage dealt by 25% defense ------ Resistance +6% arcane +18% acid other ------- Max mana +58.00 Talents +1 Command Staff This staff offers 30% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 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 +26 Mag +17 Wil +17 Cun offense ------ Spell Crit +5% Spellpower +38 (+7 eff.) Spellpower/crit +9 Damage +30% lightning +30% fire +30% arcane +51% cold Ignore resists +10% fire defense ------ Resistance +18% fire other ------- Max mana +91.00 Talents +1 Command Staff This staff offers 30% bonus to fire, cold, lightning, arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] 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: Stats +9 Wil offense ------ Spell Crit +5% Spellpower +20 (+4 eff.) Damage +42% acid +15% light Ignore resists +15% darkness defense ------ Resistance +9% light Unlife -60.00 life other ------- Stamina/turn +3.03 Max positive +20.20 Max negative +20.20 Talents +1 Command Staff This staff offers 42% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 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 +4 Wil offense ------ Spell Crit +5% Spellpower +23 (+4 eff.) Spellpower/crit +8 Damage +30% lightning +12% blight Ignore resists +10% blight Ignore Shields +20% defense ------ Defense +15 (+3 eff.) Resistance +15% lightning Shield Power +12% other ------- Max mana +43.00 Talents +1 Command Staff This staff offers 30% bonus, 15% resistance to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Unknown 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 +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+8 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. |
![]() 2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 144% Range: 1.0x-1.2x Uses 100% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+6 eff.) Damage +35% arcane defense ------ Mind save +8 (+3 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Rare] 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 +17 Str +6 Dex offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% acid +15% temporal Ignore resists +17% mind +17% temporal other ------- Light +3 Talents +1 Command Staff This staff offers 30% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +7 Cun offense ------ Ignore resists +25% cold When Hit 8 acid On-Hit (Melee): * 20% chance to reduce armor by 44% defense ------ Resistance +18% acid +15% light Life +70.00 other ------- Infravision +2 A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Damage +9% lightning When Hit 10 mind defense ------ Defense +3 (+1 eff.) Resistance +0% lightning +12% cold +6% nature Crit Resistance 10.00% Healmod +21% Silence Resist +20% Pinning Resist +21% other ------- Hate-on-crit +5.23 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag offense ------ Mind Crit +3% Mindpower +8 (+3 eff.) Damage +9% fire +15% physical +53% mind +22% temporal Ignore resists +10% fire +15% physical +16% mind +14% temporal defense ------ Resistance +24% fire +29% mind +15% all Anomaly Control +14 other ------- Psi/turn +0.81 Max psi +36.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +4 Str +12 Mag offense ------ Damage +15% nature On-Hit (Melee): * 21% chance to reduce damage dealt by 25% defense ------ Armor +5 Fatigue -9% Resistance +12% darkness +15% nature Physical save +10 (+5 eff.) other ------- Encumbrance +50 A pair of boots made of leather. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+4 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun offense ------ Steampower +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Fatigue +6% Pinning Resist +600% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 10 Cooldown: 15 Travel.spd 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 37.01 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 197.36 lightning and 124.89 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +3% blight Ignore resists +17% darkness +14% temporal defense ------ Armor +5 Defense +12 (+3 eff.) Resistance +24% temporal +23% darkness +5% arcane +3% blight +15% cold +9% nature +10% fire Knockbk Resist +20% Out-of-Phase Defense +25 Out-of-Phase Resistance +20% Out-of-Phase Resilience +26% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Crit +5.0% Physical Power +22 (+7 eff.) Spellpower +15 (+3 eff.) Mindpower +14 (+5 eff.) Ignore Armor +10 defense ------ Armor +9 Fatigue -9% Resistance +9% blight +9% fire Crit Resistance 15.00% Physical save +13 (+7 eff.) other ------- Encumbrance +44 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +8 Dex +4 Con +15 Lck offense ------ Damage +6% mind +6% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 31 defense ------ Armor +5 Resistance +9% acid +9% darkness +13% fire +15% cold +6% lightning Stealth +12 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 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. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +1 Mag +2 Con offense ------ On-Hit 8 light Damage +4% light +15% arcane Ignore resists +25% lightning defense ------ Armor +2 Resistance +10% light +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+7 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil offense ------ Damage +35% fire defense ------ Defense +13 (+3 eff.) Fatigue +4% Resistance +35% fire Meteor Rain: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 5 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 142.39 fire and 134.89 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+5 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +6 Str +2 Mag +6 Wil offense ------ Critical power +15.00% Spellpower +30 (+6 eff.) Spellpower/crit +10 Damage +6% arcane Ignore resists +15% arcane +20% cold defense ------ Armor +5 Fatigue +5% Resistance +6% darkness +6% cold Spell save +6 (+2 eff.) Mind save +15 (+5 eff.) other ------- Light +2 A cap made of leather. |
![]() 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. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +2 Dex +7 Wil +8 Con offense ------ Physical Crit +5.0% Critical power +5.00% Physical Power +11 (+3 eff.) Ignore Armor +5 defense ------ Armor +5 Fatigue +5% Resistance +15% physical +14% cold +11% fire Physical save +15 (+8 eff.) A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Con +8 Wil offense ------ Damage +12% cold Ignore resists +10% cold defense ------ Armor +5 Fatigue +5% Resistance +14% lightning +13% temporal +6% cold +12% blight Mind save +15 (+5 eff.) other ------- Light +3 Infravision +3 See Invisibility +6 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +4 Mag +6 Con offense ------ Critical power +15.00% Damage +15% lightning +23% arcane +12% mind Ignore Shields +30% defense ------ Defense +2 (+1 eff.) Resistance +18% acid Spell save +15 (+4 eff.) 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: 9 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... |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +15% nature Accuracy +20 (+7 eff.) Ignore Armor +15 defense ------ Armor +5 Fatigue +5% Resistance +9% blight +33% lightning +9% nature +9% acid Mind save +15 (+5 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +8 Mag +5 Wil +6 Con offense ------ Spellpower/crit +6 Damage +19% light +20% arcane +19% darkness When Hit 8 blight defense ------ Defense +3 (+1 eff.) Resistance +28% darkness +28% light other ------- Max mana +20.00 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: 9 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... |
![]() 0.0 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. |
![]() 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. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.2 Power cost 30 out of 30/30. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 127.54 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) 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 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+3 eff.) Physical save +15 (+8 eff.) Spell save +15 (+4 eff.) Mind save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 0.0 Encumbrance T5 lite [Rare] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +12 (+2 eff.) Damage +27% lightning defense ------ Crit Resistance 15.00% Physical save +9 (+5 eff.) Teleport Resist +20% other ------- Stamina/turn +3.00 Max stamina +30.00 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.2 Power cost 80 out of 150/150. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 70.48 cold damage and 70.48 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 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 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. |
![]() 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: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 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. |
![]() 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 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. |
![]() 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 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. |
![]() 3.0 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. |
![]() 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. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 834.48 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 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 696.96 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. |
amazing fiery salve [power 32] amazing fiery salve [power 32]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 77% cooldown modifier. Remove 3 magical effects and grants a fiery aura (32% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 32] amazing frost salve [power 32]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 77% cooldown modifier. Remove 3 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 468] amazing healing salve [power 468]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 77% cooldown modifier. Heal 468 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 409] amazing pain suppressor salve [power 409]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 77% cooldown modifier. Let you fight up to -409 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 32] amazing water salve [power 32]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 77% cooldown modifier. Remove 3 mental effects and grants a water aura (32% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
![]() 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. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +25% nature +25% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 50 physical defense ------ Armor +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +10% lightning defense ------ Resistance +3% acid +6% cold +12% light Healmod +5% Poison Resist +20% Silence Resist +20% Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 171 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats +4 Con defense ------ Unlife -60.00 life other ------- Infravision +2 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 17 turn cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +1 Cun offense ------ Mind Crit +2% Critical power +20.00% Damage +6% mind When Hit 6 mind defense ------ Mind save +6 (+2 eff.) other ------- Psi when Hit +0.20 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +5 Dex offense ------ Mind Crit +5% Damage +6% acid Ignore resists +25% acid defense ------ Armor +4 Resistance +3% physical Unlife -80.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 280 lightning damage and will be dazed for 1 turn (1402 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 2 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 T5 wand charm [Rare] Arcane While equipped: Stats +7 Cun offense ------ Ignore resists +15% nature When Hit 8 acid defense ------ Resistance +9% acid +18% nature Mind save +20 (+7 eff.) other ------- Hate-on-crit +3.00 Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce fatigue by 48% 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 T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% temporal Ignore resists +15% cold When Hit 4 cold defense ------ Resistance +6% cold +9% light +12% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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 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. |
![]() 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 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 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. |
![]() 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. |
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
By Ulbe the Higher Archmage level 50
57th Regrowth 124th year of Ascendancy at 20:05 see stats
By Ulbe the Higher Archmage level 38
11st Dusk 123rd year of Ascendancy at 20:55 see stats
By Ulbe the Higher Archmage level 30
8th Pyre 123rd year of Ascendancy at 13:37 see stats
By Ulbe the Higher Archmage level 38
10th Dusk 123rd year of Ascendancy at 00:56 see stats
By Ulbe the Higher Archmage level 32
68th Pyre 123rd year of Ascendancy at 00:56 see stats
By Ulbe the Higher Archmage level 42
36th Dusk 123rd year of Ascendancy at 22:26 see stats
By Ulbe the Higher Archmage level 42
40th Dusk 123rd year of Ascendancy at 22:05 see stats
By Ulbe the Higher Archmage level 50
41st Dusk 124th year of Ascendancy at 16:55 see stats
By Ulbe the Higher Archmage level 50
1st Time of Balance 124th year of Ascendancy at 11:56 see stats
By Ulbe the Higher Archmage level 40
33rd Dusk 123rd year of Ascendancy at 18:04 see stats
By Ulbe the Higher Archmage level 22
6th Allure 123rd year of Ascendancy at 23:16 see stats
By Ulbe the Higher Archmage level 16
31st Haze 122nd year of Ascendancy at 22:44 see stats
By Ulbe the Higher Archmage level 43
56th Dusk 123rd year of Ascendancy at 13:11 see stats
By Ulbe the Higher Archmage level 39
30th Dusk 123rd year of Ascendancy at 04:27 see stats
By Ulbe the Higher Archmage level 42
40th Dusk 123rd year of Ascendancy at 22:46 see stats
By Ulbe the Higher Archmage level 50
29th Dusk 124th year of Ascendancy at 23:03 see stats
By Ulbe the Higher Archmage level 21
8th Decay 122nd year of Ascendancy at 09:40 see stats
By Ulbe the Higher Archmage level 29
70th Regrowth 123rd year of Ascendancy at 02:10 see stats
By Ulbe the Higher Archmage level 23
32nd Regrowth 123rd year of Ascendancy at 14:19 see stats
By Ulbe the Higher Archmage level 50
25th Dusk 124th year of Ascendancy at 23:06 see stats
By Ulbe the Higher Archmage level 50
45th Pyre 124th year of Ascendancy at 16:18 see stats
By Ulbe the Higher Archmage level 36
7th Dusk 123rd year of Ascendancy at 05:52 see stats
By Ulbe the Higher Archmage level 30
8th Pyre 123rd year of Ascendancy at 13:20 see stats
By Ulbe the Higher Archmage level 50
66th Pyre 124th year of Ascendancy at 22:37 see stats
By Ulbe the Higher Archmage level 10
10th Dusk 122nd year of Ascendancy at 20:11 see stats
By Ulbe the Higher Archmage level 20
2nd Decay 122nd year of Ascendancy at 05:41 see stats
By Ulbe the Higher Archmage level 30
8th Pyre 123rd year of Ascendancy at 12:55 see stats
By Ulbe the Higher Archmage level 40
30th Dusk 123rd year of Ascendancy at 04:27 see stats
By Ulbe the Higher Archmage level 50
26th Regrowth 124th year of Ascendancy at 19:14 see stats
By Ulbe the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 01:03 see stats
By Ulbe the Higher Archmage level 50
65th Pyre 124th year of Ascendancy at 12:09 see stats
By Ulbe the Higher Archmage level 32
56th Pyre 123rd year of Ascendancy at 18:19 see stats
By Ulbe the Higher Archmage level 50
2nd Mirth 124th year of Ascendancy at 10:35 see stats
By Ulbe the Higher Archmage level 22
8th Allure 123rd year of Ascendancy at 07:33 see stats
By Ulbe the Higher Archmage level 50
59th Regrowth 124th year of Ascendancy at 07:14 see stats
By Ulbe the Higher Archmage level 20
8th Decay 122nd year of Ascendancy at 02:53 see stats
By Ulbe the Higher Archmage level 40
30th Dusk 123rd year of Ascendancy at 06:49 see stats
By Ulbe the Higher Archmage level 50
29th Dusk 124th year of Ascendancy at 23:02 see stats
By Ulbe the Higher Archmage level 8
1st Mirth 122nd year of Ascendancy at 10:11 see stats
By Ulbe the Higher Archmage level 11
12nd Dusk 122nd year of Ascendancy at 10:01 see stats
By Ulbe the Higher Archmage level 30
8th Pyre 123rd year of Ascendancy at 13:37 see stats
By Ulbe the Higher Archmage level 29
8th Pyre 123rd year of Ascendancy at 01:06 see stats
By Ulbe the Higher Archmage level 44
15th Haze 123rd year of Ascendancy at 04:24 see stats
By Ulbe the Higher Archmage level 23
33rd Regrowth 123rd year of Ascendancy at 05:22 see stats
By Ulbe the Higher Archmage level 27
61st Regrowth 123rd year of Ascendancy at 01:41 see stats
By Ulbe the Higher Archmage level 19
1st Decay 122nd year of Ascendancy at 10:06 see stats
By Ulbe the Higher Archmage level 26
59th Regrowth 123rd year of Ascendancy at 04:43 see stats
By Ulbe the Higher Archmage level 37
9th Dusk 123rd year of Ascendancy at 01:30 see stats
By Ulbe the Higher Archmage level 50
58th Regrowth 124th year of Ascendancy at 19:03 see stats
Log
Ulbe HEALS from lightning damage!
Linaniil, Supreme Archmage of Angolwen's Shock hits Ulbe for 157 lightning, 124 healing (157 total damage) [124 healing].
Linaniil, Supreme Archmage of Angolwen surges with fiery power!
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Ulbe for 66 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Ulbe for 66 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Ulbe for 66 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Ulbe for 66 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for (16 shifted), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Ulbe for 66 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Ulbe for 66 fire damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Mirror Image (Ulbe) for 0 arcane damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Ulbe for (476 ignored), 0 arcane (0 total damage).
Ulbe the level 50 higher archmage was blazed to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.
The furious lightning storm around Ulbe calms down and disappears.
Ulbe deactivates Chant of Fortress.
Ulbe activates Chant of Fortress.
Ulbe deactivates Feather Wind.
You carry too much--you are encumbered!
Drop some of your items.
Ulbe activates Feather Wind.
You are no longer encumbered.
Ulbe deactivates Tempest.
Ulbe activates Tempest.
Galen's Flowing Robe activates and increases Ulbe's resistances!
Ulbe deactivates Arcane Shield.
Ulbe activates Arcane Shield.
Galen's Flowing Robe activates and resets Ulbe's Spellcraft cooldown!
You carry too much--you are encumbered!
Drop some of your items.
Galen's Flowing Robe activates and increases Ulbe's arcane dynamo power!