










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Bloodriver Adherent Class 1.7.6Adds some Mage subclasses. Currently, adds the following classes: Bloodriver Adherent --- Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! --- Bloodriver Staffmasters do not attune so much to arcane energies compared to Adherents. Instead, they hone themselves to gain martial prowess. While they don't have easy access to basic element trees compared to Adherents, they have their own unique talents with stronger emphasis on bleed. --- If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodrivers! Best regards, Shad3. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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.
Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 5 Custom Dungeons and defeat 16 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
5 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow, Drake Queens Lair & Road to Derth].
New Bosses:There are 16 bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves, wererats, temporal mages and dragon queens and discover unique artifacts in your journey to glory!
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require 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.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 27 / 58% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 61 (base 50) |
| Dexterity | 59 (base 53) |
| Constitution | 71 (base 58) |
| Magic | 85 (base 58) |
| Willpower | 80 (base 58) |
| Cunning | 71 (base 58) |
Resources
| Mana | 214/347 |
| Psi | 123/170 |
| Vim | 204/204 |
| Life | 758/758 |
| Positive | 128/128 |
| Healing Factor | 1.381801953332 |
| Regeneration | 7.5308206456594 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +18.94721197286% |
| Spell | 0% |
| Global | +113% |
Vision
| Sight | 15 |
| Lite | 6 |
| Infravision | 7 |
| ESP Range | 15 |
| ESP Kinds | demon/minor, animal/canine |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 38 |
| Crit Chance | 23% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 45% |
| Speed | 1 |
| Cooldown Reduction | 26.666666666667 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Lightning | +46% |
| Acid | +6% |
| Cold | +56% |
| Blight | +35% |
| Arcane | +26% |
| Fire | +33% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 72.138627986658 (30%) |
| Defense | 66 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 72 |
| Mental Save | 64 |
Defense: Resistances
| Lightning | + 65%( 70%) |
| Light | + 61%( 70%) |
| Nature | + 59%( 70%) |
| Cold | + 67%( 70%) |
| Arcane | + 70%( 70%) |
| Fire | + 58%( 70%) |
| All | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 97% |
| Pinning Resistance | 100% |
| Knockback Resistance | 50% |
| Disarm Resistance | 60% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (2339 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 524 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 569 damage for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Timetravel | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spellbinding | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Void | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.50 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom covenant | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Reflection | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Curses | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Hexes | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Shield |
| talent | Kinetic Shield |
| talent | Thunderstorm |
| talent | Defensive Posture |
| talent | Charged Shield |
| talent | Phantasmal Shield |
| talent | Spellcraft |
| talent | Arcane Power |
| talent | Shielding |
| talent | Feather Wind |
| detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Movement speed is reduced by 40%. Slow movement |
| beneficial effect | Lightning damage increased by 20%. Born into Magic |
| beneficial effect | The mana surge engulfs the target, regenerating 25.42 mana per turn. Surging mana |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target is surrounded by a magical shield, absorbing 526/569 damage before it crumbles. Damage Shield |
| beneficial effect | The target's defense and saves have been increased by 24. 3 Spin |
| beneficial effect | Detects creatures of type demon/minor in radius 15. Overseer of Nations |
Quests
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 |
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 successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Babool. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic 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 |
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 |
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 Shax 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 126. | 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. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed honey tree root. * You've found the needed snow giant kidney. | 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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| Psionic focus | emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
| Light source | Void Star1.0 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 48.03 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. |
| On head | Flashbreeze (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Mag +2, Wil +1, Cun +1 defense ------ Armor +1 Fatigue +1% Resistance +6% lightning Crit Resistance 10.00% Physical save +11 (+3 eff.) A cap made of leather. |
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Cun +4, Wil +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Rainobsidian0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Str +4, Mag +12, Wil +12 offense ------ Spellpower +19 (+4 eff.) Damage +6% nature Ignore resists +5% nature defense ------ Armor +8 Resistance +12% nature other ------- Light +1 Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 28.19 cold and 18.07 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | Torchmalice the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: offense ------ Critical power +13.00% Spellpower +6 (+1 eff.) Damage +8% blight, +7% fire When Hit 4 fire defense ------ Armor +4 Resistance +15% lightning Disarm Resist +20% Knockbk Resist +20% Amulets make your neck look great! |
| In main hand | Staff of Destruction (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning, +20% fire +20% arcane, +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats Con +4 defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Around waist | Cloudspar the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Dex +5, Cun +4, Lck +7 offense ------ Spellpower +20 (+5 eff.) defense ------ Resistance +21% lightning, +6% fire Stealth +8 other ------- Disarm Traps +14 Mana-on-crit +1.00 Infravision +4 A belt that goes around your waist. |
| Cloak | cashmere cloak 'Arthizilarain' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Str +2, Mag +2, Cun +4, Con +3 offense ------ Damage +12% blight Ignore resists +15% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 defense ------ Defense +2 (+1 eff.) other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Polera the hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: offense ------ Mindpower +30 (+8 eff.) Damage +15% blight defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +24% fire Mind save +9 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
Inventory
regeneration infusion of the wizard (heal 393; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, blight, fire, nature, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 5 blight, 4 fire, 5 nature, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 828 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (470.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 470.00 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. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Hatholatharig the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats Str +2, Con +5 offense ------ Damage +6% physical, +12% cold Accuracy +30 (+10 eff.) defense ------ Armor +4 Resistance +24% cold Rings make your fingers look great! |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 163.60 fire damage, and flames will be left dealing a further 37.91 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
steel battleaxe 'Elolrathra' (24-36 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 24.0 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Dex +3 offense ------ Combat Speed +10% Accuracy +14 (+5 eff.) defense ------ Armor +10 Resistance +9% temporal, +3% fire Physical save +9 (+3 eff.) Blind Resist +10% Disease Resist +20% Massive two-handed battleaxes. |
Stormedge the dwarven-steel dagger (40-51 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 39.5 - 51.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Damage +9% lightning, +12% physical defense ------ Armor +10 Resistance +9% lightning Sharp, short and deadly. |
warbringer's dwarven-steel dagger (22-29 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 22.0 - 28.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats Con +2 offense ------ Physical Power +5 (+2 eff.) Ignore resists +7% physical defense ------ Disarm Resist +16% Sharp, short and deadly. |
dwarven-steel greatmaul 'Prismsage' (40-59 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 39.5 - 59.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+4 eff.) defense ------ Defense +14 (+4 eff.) Resistance +15% temporal, +6% darkness +5% arcane Disease Resist +10% Disarm Resist +39% other ------- Light +2 Massive two-handed mauls. |
Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 56% While equipped: Stats Dex +7 offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
blazebringer's yew longbow of lightning4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +12 lightning On-crit, radius 2 +44 fire While equipped: offense ------ Global Speed +4% Damage +21% lightning Ignore resists +26% fire Longbows are used to shoot arrows at your foes. |
Ce'Nitira the Poxumbra (20-29 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +20 item nature slow On Hit: * 20% chance to slow global speed by 62% While equipped: offense ------ Damage +9% nature Ignore resists +11% all Accuracy +13 (+4 eff.) Ignore Armor +9 On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Resistance +3% light Crit Resistance 15.00% Sharp, long, and deadly. |
chilling dwarven-steel mace of massacre (35-49 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane/Master Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +10 cold Blunt and deadly. |
thought-forged dwarven-steel mace of torment (24-34 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Psionic Weapon Damage 24.5 - 34.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 mind, +15 item expose On Hit: * 15% chance to reduce all saves and defense by 34 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats Cun +2, Wil +3 Blunt and deadly. |
elven-wood magestaff of might (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Spellpower +12 (+3 eff.) Damage +25% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of power (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +19 (+4 eff.) Damage +20% darkness other ------- Mana/turn +0.10 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Murkwitch' (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% lightning, +9% acid Ignore resists +20% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Defense +10 (+3 eff.) Resistance +12% lightning, +18% acid other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 11 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 147.44 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of protection (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% fire defense ------ Resistance +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
deep-steel trident (28-45 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Normal] Weapon Damage 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blood-Letter (33-46 power, 4.5 apr)3.0 Encumbrance T3 waraxe 1H weapon [Unique] Nature/Master Weapon Damage 33.0 - 46.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
dwarven-steel waraxe of enduring (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Nature Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Con +8, Wil +5 defense ------ Life +16.00 One-handed war axes. |
Xeralessra (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% mind, +9% blight Ignore resists +15% blight, +25% mind defense ------ Defense +2 (+1 eff.) Resistance +22% blight, +15% nature +3% mind Life Regen +4.00 Healmod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats Cun +6, Mag +10 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. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+3 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 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +11 (+2 eff.) Damage +8% all defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of protection (3 def, 2 armour)2.0 Encumbrance T5 cloth armor [Ego] Arcane/Master While equipped: offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +15% all Physical save +15 (+4 eff.) Spell save +19 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Uledragas' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +6% mind Ignore resists +10% mind defense ------ Resistance +15% mind, +6% light, +9% all Mind save +19 (+5 eff.) Knockbk Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sunvengeance (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Resistance +3% darkness, +3% light +6% nature, +5% fire +5% arcane, +6% cold Spell save +9 (+2 eff.) A pair of boots made of leather. |
traveler's pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -6% Physical save +7 (+2 eff.) other ------- Encumbrance +26 A pair of boots made of leather. |
radiant hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats Dex +4 offense ------ On-Hit 8 light Damage +5% light Accuracy +15 (+5 eff.) defense ------ Armor +2 Resistance +7% light 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. |
Boltroar (6 def, 10 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Ignore resists +10% lightning When Hit 10 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 defense ------ Armor +10 Defense +6 (+2 eff.) Fatigue +3% Resistance +15% lightning, +3% nature +4% all Physical save +8 (+2 eff.) A cap made of leather. |
grounding hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Psionic While equipped: Stats Cun +3, Wil +2 offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +8% lightning, +5% temporal A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Unique] Arcane While equipped: Stats Str +2, Con +2 defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid, +10% fire +10% darkness, +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
rejuvenating stralite mail armour of spell shielding (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training [Ego] Arcane/Nature While equipped: defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +6% arcane Spell save +15 (+4 eff.) Life Regen +4.90 other ------- Stamina/turn +0.50 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats Str +5, Con +3 defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
hardened leather armour of temporal resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +18% temporal A suit of armour made of leather. |
Saliyann (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Rare] Psionic While equipped: Stats Mag +2 offense ------ Spell Crit +5% Damage +6% arcane Ignore resists +20% arcane defense ------ Armor +9 Fatigue +22% Resistance +7% mind Spell save +6 (+2 eff.) Mind save +12 (+3 eff.) other ------- Mana/turn +0.12 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold, +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
dwarven-steel shield (0 def, 6 armour, 81 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
229 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +7 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.6 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 272.32 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Babool the Higher Archmage level 26
4th Decay 122nd year of Ascendancy at 05:46 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Babool the Higher Archmage level 22
30th Haze 122nd year of Ascendancy at 15:07 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Babool the Higher Archmage level 23
31st Haze 122nd year of Ascendancy at 13:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Babool the Higher Archmage level 10
79th Pyre 122nd year of Ascendancy at 13:11 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Babool the Higher Archmage level 20
57th Dusk 122nd year of Ascendancy at 03:11 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Babool the Higher Archmage level 3
74th Pyre 122nd year of Ascendancy at 18:48 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Babool the Higher Archmage level 25
57th Haze 122nd year of Ascendancy at 18:17 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Babool the Higher Archmage level 19
57th Dusk 122nd year of Ascendancy at 00:52 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Babool the Higher Archmage level 26
5th Regrowth 123rd year of Ascendancy at 00:09 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Babool the Higher Archmage level 26
4th Regrowth 123rd year of Ascendancy at 20:44 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Babool the Higher Archmage level 24
53rd Haze 122nd year of Ascendancy at 01:52 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Babool the Higher Archmage level 15
10th Mirth 122nd year of Ascendancy at 10:41 see stats
Log
Mirror Image (Babool) hits Iceblock for 81 lightning damage.
Talent Healing Light is ready to use.
Talent Ice Shards is ready to use.
Thunderstorm hits Urlagor the wretchling for 12 lightning damage.
Urlagor the wretchling performs a melee critical strike against Mirror Image (Babool)!
The shattering blow creates a shockwave!
Urlagor the wretchling hits Mirror Image (Babool) for 1 physical, 0 darkness (1 total damage).
Mirror Image (Babool) uses Taunt.
Mirror Image (Babool) resists!
Babool's ice storm area effect hits Urlagor the wretchling for 47 cold damage.
Babool's ice storm area effect hits Mirror Image (Babool) for 0 cold damage.
Babool casts Chain Lightning.
Babool's spell attains critical power!
Mirror Image (Babool) casts Chain Lightning.
Babool hits Urlagor the wretchling for 214 lightning damage.
Babool HEALS from cold damage!
Ice wall hits Babool for (5 absorbed), 0 cold, 37 healing (0 total damage) [37 healing].
Babool is no longer transformed.
Babool's spell attains critical power!
Talent Born into Magic is ready to use.
Talent Manathrust is ready to use.
Thunderstorm hits Urlagor the wretchling for 23 lightning damage.
The protective shield of Urlagor the wretchling disappears.
Urlagor the wretchling casts Flame Leash.
Urlagor the wretchling's fire area effect hits Babool for (32 absorbed), 0 fire (0 total damage).
Saving game...
Saving done.
The furious lightning storm around Babool calms down and disappears.































































































































































































