














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Deathknight Compatibility Patch 1.7.0Fixes compatibility issues between Deathknight and other addons. Fixed conflict with Frost Invoker's frost tree. (https://te4.org/games/addons/tome/frost_invoker) Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! 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:
Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. 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 Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. White Monk No Way of The Spirit Active Block 1.7.6Adds the White Monk, a warrior subclass. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. 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.
Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Allow Respec Anywhere 1.2.3Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6 Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes
to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challengeAllows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. Inferno Race Pack 1.7.0Adds a collection of my races. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Recaiden's Undead Racepack - fork 1.7.0This is a compilation of my undead race addons: Edits by Shadowing: removed restriction for dreadlord Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 Doctornull's Classes Reloaded 1.7.6Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: 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
Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Lost God |
| Class | Prototype Hero |
| Level / Exp | 57 / 16% |
| Size | gargantuan |
| Lifes / Deaths | Killed by skeleton warrior at level 5 on the 76th Pyre 122nd year of Ascendancy at 03:26 3 / 4Killed by Eilinyrilaith the large brown snake at level 10 on the 6th Flare 122nd year of Ascendancy at 00:31 Killed by skeleton magus at level 10 on the 6th Flare 122nd year of Ascendancy at 00:49 Killed by Grad the halfling at level 22 on the 60th Dusk 122nd year of Ascendancy at 01:05 |
Primary Stats
| Strength | 239 (base 61) |
| Dexterity | 211 (base 40) |
| Constitution | 160 (base 61) |
| Magic | 179 (base 66) |
| Willpower | 151 (base 66) |
| Cunning | 163 (base 66) |
Resources
| Mana | 1090/1110 |
| Life | 3905/3905 |
| Cocoonwsh | 3/3 |
| Hate | 50/100 |
| Psi | 350/350 |
| Vim | 385/385 |
| Steam | 50/50 |
| Positive | 267/267 |
| Stamina | 672/672 |
| Equilibrium | 68 |
| Healing Factor | 1.828131618927 |
| Regeneration | 95.348847568623 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +91.94515321438% |
| Spell | -1.1102230246252E-14% |
| Global | +430.24561626795% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 15 |
| See Stealth | 104.04556928684 |
| See Invisible | 104.04556928684 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Barehand
| Damage | 316 |
| Accuracy | 77 |
| Crit Chance | 167% |
| APR | 1015 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 103 |
| Crit Chance | 76% |
| Speed | 1 |
Offense: Mind
| Mindpower | 110 |
| Crit Chance | 80% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +116% |
| Arcane | +137% |
| Mind | +127% |
| All | +103% |
| Darkness | +118% |
| Light | +168% |
| Lightning | +134% |
| Fire | +213% |
| Cold | +169% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +10% |
| Mind | +20% |
| Arcane | +45% |
| Cold | +40% |
| Fire | +40% |
Defense: Base
| Armour (hardiness) | 470.80575229448 (100%) |
| Defense | 94 |
| Ranged Defense | 105 |
| Fatigue | 0 |
| Physical Save | 112 |
| Spell Save | 70 |
| Mental Save | 72 |
Defense: Resistances
| Acid | + 58%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 68%( 70%) |
| All | + 28%( 70%) |
| Mind | + 28%( 70%) |
| Lightning | + 69%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 58%( 70%) |
| Darkness | + 42%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 63%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 29% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 75% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 920 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 9 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 1526 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 12 Travel Speed: instantaneous 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 558 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Symbiant | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Frost | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Sun | 1.70 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dance of the weaver | 1.50 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Combat | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Black Belt | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Chitin | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cocoon utilization | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Threads and webs | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Parasitism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Demented / Void | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.50 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Weaver anatomy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 0/73 |
| 0/60 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Race / Poweroffaith | 1.20 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| Celestial / Chants | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Steamtech / Physics | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.60 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Lethality | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortress |
| talent | Thunderstorm |
| talent | Weapon of Light |
| talent | Feather Wind |
| talent | Void Stars |
| talent | Symbiosis |
| talent | Shielding |
| talent | Beyond the Flesh |
| talent | Cocoon Revival |
| talent | Thermal Shield |
| talent | Kinetic Shield |
| talent | Elemental Harmony |
| talent | Augmentation |
| talent | Abyssal Shield |
| talent | Elemental Discord |
| talent | Rime |
| talent | Shield Wall |
| talent | Hardened Core |
| talent | Venomous Mandible |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Countering melee attacks: Has a 51% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
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 |
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 3 of Wolfmire. Escort: injured seer (level 3 of Wolfmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | 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 Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 509. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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. | active |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Eksatin's Ultimatum (63-94 power, 25 apr) 3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 63.0 - 94.5 Physical Uses 118% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +25.0% Attack Speed 100% On Hit: * flashes light on your target dealing 99 damage On Critical: * decapitate a weakened target While equipped: offense ------ Critical power +34.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
| Quiver | Fognoon the pouch of stralite shots (23/23, 46-56 power, 5 apr)3.0 Encumbrance T4 shot ammo [Random Unique] Nature/Master Weapon Damage 46.5 - 55.8 Physical Uses 40% Wil, 50% Mag, 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +15.5% Capacity 23 On-ranged-hit +20 item manaburn arcane +13 nature +20 item darkness numbing On-Hit, radius 1 +8 darkness On-crit, radius 2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 42% * 20 arcane resource burn * 20% chance to create vines that bind the target to the ground dealing 374 nature damage and pinning them for 3 turns On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | Deepsmaster2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +15% darkness, +15% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +5% arcane, +6% cold Spell save +9 (+2 eff.) Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Eariyon (7 def, 12 armour) 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Str +10, Wil +2, Cun +10 offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Mindpower +20 (+4 eff.) Damage +10% all Ignore resists +10% mind defense ------ Armor +12 Defense +7 (+1 eff.) Fatigue +5% Resistance +11% acid, +11% lightning +11% cold, +14% fire, +6% all Physical save +11 (+2 eff.) Mind save +15 (+4 eff.) other ------- Psi when Hit +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Wil +4, Cun +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature, +20% cold Physical save +15 (+3 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% 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 | Growkiss (dig speed 11 turns)3.0 Encumbrance T5 digger tool [Rare] Psionic While equipped: Stats Str +3 offense ------ Physical Power +44 (+5 eff.) Damage +15% mind, +14% fire Accuracy +20 (+4 eff.) defense ------ Resistance +24% light, +24% nature Crit Resistance 20.00% Physical save +18 (+3 eff.) Mind save +15 (+4 eff.) Life Regen +5.90 Disease Resist +29% Disarm Resist +29% other ------- Stamina/turn +4.42 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 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. |
| On fingers | Lightningransom0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats Wil +8, Mag +25 offense ------ Spellpower +11 (+2 eff.) On-Hit 80 light On-Ranged-Hit 78 light Damage +6% lightning, +12% fire +37% light When Hit 12 lightning defense ------ Resistance +6% cold, +7% arcane, +12% fire Life Regen +5.71 Cut Resist +29% Rings make your fingers look great! |
| Around neck | Poratta0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats Str +10, Dex +10, Mag +4, Cun +6 offense ------ Mindpower +30 (+5 eff.) defense ------ Mind save +21 (+5 eff.) other ------- EQ when Hit +0.40 Hate-on-crit +6.00 Max psi +60.00 Amulets make your neck look great! |
| Main armor | Molten Skin (15 def, 17 armour) 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+3 eff.) On-Hit 15 light, 30 fire On-Ranged-Hit 15 light, 30 fire Damage +20% fire, +5% light, +10% all Ignore resists +10% light, +15% fire When Hit 30 fire defense ------ Armor +17 Hardiness +20% Defense +15 (+3 eff.) Fatigue +1% Resistance +20% fire, +12% light, -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 5.6 Power cost 12 out of 16/16. Range melee/personal Cooldown: 3 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 748.19 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
| On hands | alchemist's voratun gauntlets of spellstriking (0 def, 3 armour) 1.5 Encumbrance T4 hands armor [Ego++] Arcane While equipped: Stats Mag +10, Wil +14 offense ------ Spellpower +11 (+2 eff.) On-Hit 7 acid, 6 lightning, 7 fire 12 arcane, 7 cold Damage +9% arcane defense ------ Armor +3 Fatigue +5% Resistance +7% arcane Disarm Resist +100% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-hit +9 ice, +12 lightning, +16 fire +7 arcane, +17 acid On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 57.0 - 68.4 Stunning fire Uses 100% Wil, 50% Mag, 0% Dex Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+2 eff.) When Hit 24 darkness, 24 fire defense ------ Armor +18 Defense +8 (+2 eff.) Ranged Defense +12 (+2 eff.) Fatigue +25% Resistance +20% darkness, +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | restorative cashmere cloak of the hunter (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego++] Nature While equipped: offense ------ Accuracy +15 (+3 eff.) defense ------ Defense +2 (+0 eff.) Fatigue -5% Resistance +15% blight, +15% nature +30% lightning Life +81.00 Life Regen +4.00 Healmod +14% Stun Resist +50% other ------- Max stamina +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Ulfyregotar the Chillsteel 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats Dex +6, Cun +5, Lck +8 offense ------ Damage +9% mind, +6% cold Ignore resists +15% cold, +10% mind, +20% arcane defense ------ Armor +5 Resistance +18% acid, +16% lightning +17% cold, +17% fire, +5% all Stealth +12 other ------- Disarm Traps +23 Stamina/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Infravision +5 A belt that goes around your waist. |
Inventory
Primal Infusion (affinity 25%; reduction 5; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 25% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; blight, physical, arcane, darkness)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 11 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: 5 blight, 2 physical, 3 arcane, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Elavena0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats Str +9, Dex +10, Wil +6, Con +5 offense ------ Damage +18% mind Amulets make your neck look great! |
Dourwitch0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Str +2, Con +2 offense ------ Ignore resists +25% darkness Accuracy +10 (+2 eff.) Ignore Armor +1 On-Hit (Melee): * 20% chance to slow global speed by 83% * 20 arcane resource burn defense ------ Armor +10 Resistance +6% cold Spell save +12 (+3 eff.) other ------- Max stamina +16.00 Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats Str +4, Wil +8 offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+2 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
stralite ring 'Viperspawn'0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats Dex +3 offense ------ Physical Crit +4.0% Damage +9% nature Ignore resists +27% arcane Accuracy +32 (+7 eff.) On-Hit (Melee): * 22% chance to slow global speed by 83% defense ------ Defense +32 (+6 eff.) Resistance +24% lightning Life +37.00 Disarm Resist +44% Pinning Resist +34% Knockbk Resist +44% Rings make your fingers look great! |
Camyntir the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats Mag +10, Wil +8, Cun +15, Con +5 offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+3 eff.) Damage +20% darkness Ignore resists +10% mind defense ------ Resistance +40% darkness other ------- Light +2 Infravision +3 See Invisibility +9 Rings make your fingers look great! |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+1 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+8 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Scaldrage0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +19% blight, +18% acid Ignore resists +39% mind, +39% fire defense ------ Resistance +19% blight, +15% fire, +27% cold Silence Resist +31% Disarm Resist +31% Stun Resist +31% other ------- EQ when Hit +0.24 Max hate +12.00 Rings make your fingers look great! |
Maiden's Heart (25-30 power, 4 apr, mistglow element) Maiden's Heart (25-30 power, 4 apr, mistglow element)5.0 Encumbrance T4 staff 2H weapon [Unique] Arcane Weapon Damage 25.0 - 30.0 Mistglow Uses 130% Mag, 40% Wil Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats Wil +12 offense ------ Spell Crit +15% Critical power +25.00% Spellpower +30 (+5 eff.) Damage +25% light, +25% cold Ignore resists +15% light, +15% cold defense ------ Healmod +25% other ------- Maximum Caprice: +20 When casting a spell, has a 32% chance to either: emit soothing light that heals all friendlies in radius 10 for 256 and cures one negative effect if your Caprice is rising, or loose a blast of icy water that deals 256 Cold damage to all others in radius 10 and Wets them if your Caprice is falling. If you do not have Caprice, the effect will be random. Effects scale with Spellpower. This pearlescent staff once belonged to Ovelia, a Shaloren poet rumoured to be a faerie changeling. Her talent for the arcane was uncanny, yet her wild temper would unleash terrible disasters, and so she lived in seclusion. One day, she suddenly vanished without a trace, leaving only her beloved staff, and a note: "Of her was I wrought, and to her I return; as ash and as dust, so the heart finds its home." Ovelia was never heard from again. |
Shard of Wintertide (30-36 power, 5 apr, cold element) Shard of Wintertide (30-36 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 30.0 - 36.0 Ice Uses 170% Mag, 40% Wil Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +20 (+4 eff.) Damage +20% darkness, +20% cold defense ------ Resistance +20% darkness, +20% cold other ------- Cooldown Moonlight Ray -1 Invoke Darkness -1 Ice Shards -1 Wintery Wrath -1 Glacial Vapour -2 This giant icicle shines with a gentle lunar radiance. |
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 112% Wil, 50% Mag Mastery Weapons Mastery 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: 12 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 1015.27 fire damage, and flames will be left dealing a further 239.10 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. |
The Gaping Maw (72-108 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Nature/Disrupt Weapon Damage 72.0 - 108.0 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid, +50 nature slow On Critical: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 118% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% 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. |
Genocide (42-67 power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats Str +7, Dex +7, Con +7 defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Latafayn (68-109 power, 5 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 115% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats Cun +3, Str +5 offense ------ Damage +10% darkness, +15% fire defense ------ Resistance +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Borosk's Hate (60-96 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats Str +10, Dex +5, Con +15 other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (67-107 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 109% Wil, 50% Mag, 20% Con Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 276 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats Str +12, Mag +6, Con +7 other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Spine of the Spire (75-82 power, 10 apr) Spine of the Spire (75-82 power, 10 apr)3.0 Encumbrance T5 whip 2H weapon [Unique] Psionic Weapon Damage 75.0 - 82.5 Physical Uses 40% Wil, 50% Mag, 72% Cun Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Attack Speed 125% On-hit +40 mind, +40 darkness On Hit: 10% Poisonous Bite level 3 While equipped: offense ------ Mind Crit +25% Mindpower +10 (+2 eff.) Ignore resists +20% physical, +20% darkness +20% mind other ------- Cooldown Blindside -4 Bone Grab -5 Prismatic Slash -4 Mindhook -10 Mindhook: Effective talent level: 6.5 Power cost 12 out of 20/20. Range 7 Cooldown: 4 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. This macabre whip was crafted from the spine of an ancient Spire Dragon. It would be far too large to wield were it not animated by a portion of the dead dragon's psionic power and its enduring hatred. The vertebrae are connected by telekinetic bonds, and the skull's eye sockets glow with a dull venomous arrogance. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 94% Wil, 70% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 199 temporal damage and slows enemies in radius 6 of the target by 209% based on Magic While equipped: offense ------ Damage +30% temporal, +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.2 Power cost 10 out of 10/10. Range 9 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 101% damage. Then teleport next to a second random enemy, attacking for 101% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Butcher (48-67 power, 12 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats Str +10, Cun +7, Wil +10 offense ------ Accuracy +18 (+4 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
The Black Spike (48-67 power, 20 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats Str +10, Mag +8 offense ------ Damage +25% darkness Ignore resists +5% all defense ------ Resistance +18% darkness, +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Crystalline Voratun waraxe (51-72 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Unique] Arcane A part of set. Weapon Damage 51.2 - 71.8 Arcane Uses 100% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats Wil +3, Con +3 offense ------ Physical Power +12 (+1 eff.) Spellpower +12 (+2 eff.) Damage +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 One-handed war axes. Transformed with the power of the Spellblaze. |
Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 74% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 30% Cun, 100% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 40% Wil, 70% Mag, 68% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats Cun +6, Mag +6 defense ------ Resistance +12% arcane Spell save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Icy Kill (35-46 power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 40% Wil, 80% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats Cun +6, Wil +6 offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Life Drinker (42-55 power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 40% Wil, 35% Cun, 105% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats Cun +6, Mag +6 offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight, +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.6 Power cost 40 out of 50/50. Range 6 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 52.99 acid and 49.79 blight damage. If not cleared after five turns it will inflict 282.71 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 55% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
The Shotgonne9.0 Encumbrance T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Damage Multiplier 125% Range +6 Projectile Speed +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 82% Wil, 50% Mag, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Timekeeper (18 def, 6 armour, 90-99 power, 254 block) Timekeeper (18 def, 6 armour, 90-99 power, 254 block)7.0 Encumbrance T1 shield armor [Unique] Arcane When used to Attack: Weapon Damage 90.0 - 99.0 Physical Uses 100% Wil, 50% Mag Critical Rate +5.0% Block +254 While equipped: defense ------ Armor +6 Defense +18 (+4 eff.) Ranged Defense +13 (+2 eff.) Fatigue +6% Resistance +22% temporal, +22% darkness +22% blight, +22% cold +22% arcane Teleport Resist +100% other ------- Talents +6 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Wil, 50% Mag, 0% Dex Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+4 eff.) Ranged Defense +10 (+1 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 100% Wil, 50% Mag, 0% Dex Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On-hit +30 item light blind On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats Cun +3, Wil +5 offense ------ Mindpower +8 (+2 eff.) Damage +10% fire, +15% mind, +15% light Ignore resists +10% fire, +10% light, +10% mind defense ------ Armor +15 Defense +17 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +12% Resistance +20% light, +10% fire +15% darkness, +12% mind Mind save +18 (+4 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 266.88 to 333.60 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
scouring voratun shield (0 def, 10 armour, 61-73 power, 208.5 block)7.0 Encumbrance T5 shield armor [Ego+] Disrupt When used to Attack: Weapon Damage 61.0 - 73.2 Physical Uses 100% Wil, 50% Mag, 0% Dex Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +208 While equipped: Stats Con +5 offense ------ On-Hit 18 acid, 16 nature On-Hit (Melee): * 25 arcane resource burn When Hit: * 10 arcane resource burn defense ------ Armor +10 Fatigue +8% Resistance +17% acid, +14% nature other ------- Talents +1 Block Handheld deflection devices. |
voratun shield of winter (0 def, 10 armour, 62-75 power, 200 block)7.0 Encumbrance T5 shield armor [Ego+] Nature When used to Attack: Weapon Damage 62.5 - 75.0 Physical Uses 100% Wil, 50% Mag, 0% Dex Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +200 On-hit +14 cold While equipped: Stats Wil +4 offense ------ On shield block: * Deals 321 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +10 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
wrathful voratun shield of patience (0 def, 10 armour, 63-76 power, 185.5 block)7.0 Encumbrance T5 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 63.0 - 75.6 Physical Uses 100% Wil, 50% Mag, 0% Dex Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +186 On-crit, radius 2 +40 light, +40 fire While equipped: offense ------ On shield block: * Deals 229 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +14% fire, +15% light +17% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.2 Power cost 30 out of 30/30. Range 10 Cooldown: 11 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (916) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
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 (+2 eff.) Damage +15% acid, +15% nature, +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature, +11% all Physical save +10 (+2 eff.) Spell save +10 (+2 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. |
Medical Urgency Vest (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Physical save +15 (+3 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Death's Embrace (18 def, 18 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats Dex +5, Cun +5, Mag +5 offense ------ Critical power +20.00% Spellpower +10 (+2 eff.) Damage +20% darkness, +20% cold When Hit 15 darkness, 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+4 eff.) Resistance +30% temporal, +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 67, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Masochism (0 def, 0 armour)9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats Cun +3, Mag +9 offense ------ Spellpower +10 (+2 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 27 Blood Grasp: Effective talent level: 6.5 Power cost 12 out of 12/12. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 552.31 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
duelist's drakeskin leather armour of the deep (27 def, 20 armour)9.0 Encumbrance T5 light armor [Ego++] Nature/Master While equipped: Stats Cun +8, Dex +6 defense ------ Armor +20 Defense +27 (+5 eff.) Fatigue +8% Resistance +14% acid, +14% cold other ------- Breathe water A suit of armour made of leather. |
searing drakeskin leather armour of alacrity (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Arcane/Master While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% On-Hit 15 acid, 16 fire When Hit 13 acid, 13 fire defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +20% acid, +30% fire A suit of armour made of leather. This object's appearance was changed to Revenant . |
Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats Str +6, Wil +6, Cun +4, Lck +10 defense ------ Armor +14 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% lightning, +20% physical +20% cold, +20% fire, +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
The Black Plate (25 def, 35 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Unique] Arcane While equipped: Stats Wil +6, Cun +4, Con +3 offense ------ Physical Power +10 (+1 eff.) defense ------ Armor +35 Defense +25 (+5 eff.) Fatigue +15% Resistance +15% acid, +20% darkness +15% blight, +25% fire +20% cold Physical save +15 (+3 eff.) Spell save +25 (+6 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
hardened leather belt 'Betuwen'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +18% acid, +3% blight When Hit 6 acid On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 * 20% chance to reduce armor by 51% defense ------ Resistance +12% blight Life +45.00 A belt that goes around your waist. |
Flowerquill1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats Dex +5, Wil +6, Cun +6 offense ------ Physical Crit +15.0% Mind Crit +15% Damage +6% nature On-Hit (Melee): * 30 arcane resource burn defense ------ Armor +8 Defense +10 (+2 eff.) Resistance +6% lightning, +2% physical +5% arcane Mind save +14 (+3 eff.) Life +98.00 Life Regen +3.60 Healmod +27% Knockbk Resist +10% Teleport Resist +30% A belt that goes around your waist. |
drakeskin leather belt1.0 Encumbrance T5 belt armor [Normal] A belt that goes around your waist. |
kruk cloak of the hunter (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Nature While equipped: offense ------ Accuracy +19 (+4 eff.) defense ------ Fatigue -6% Life +51.00 other ------- Max stamina +16.00 A stylish kruk-style cloak, to look awesome. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +8, Dex +10 offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +6, Dex +6 offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% Gauntlets. But with steam power! |
Infused Cerebrum (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats Mag +10, Wil +12, Cun +10 offense ------ Spellpower +12 (+2 eff.) Mindpower +12 (+2 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats Mag +10, Wil +10 offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+3 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. |
Nimbus of Enlightenment (7 def, 0 armour)1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Mindpower +20 (+4 eff.) defense ------ Defense +7 (+1 eff.) Mind save -25 (-6 eff.) Confus Resist -30% other ------- Hate-on-crit +5.00 Psi-on-crit +5.00 Max psi +50.00 Infravision +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Blackclash (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Dex +10, Lck +13 offense ------ Physical Crit +5.0% Spell Crit +6% Mind Crit +6% Damage +9% mind Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 42% defense ------ Armor +5 Fatigue +5% Physical save +19 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +5, Con +5 defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats Con +5 Resistance +20% arcane, +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Lifebinding Emerald0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats Con +15 Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats Con +15 Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
206 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 1497 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
ethereal alchemist's lamp of corpselight0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats Mag +3 offense ------ Spell Crit +3% Spellpower +13 (+2 eff.) defense ------ Resistance +7% blight, +5% darkness other ------- Light +6 Infravision +4 See Invisibility +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 88 blight damage or heals 65 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Mr. Hoppy Mr. Hoppy2.0 Encumbrance T3 frog misc [Unique] Arcane While equipped: Stats Lck +10 defense ------ Resistance +25% cold Pinning Resist +100% other ------- Breathe water Transform a single target into a frog for 7 turns, preventing weapon use and lowering their Strength and Dexterity by 80%.. Uses 20 power out of 20/20 Hop hop! Ribbit ribbit! ...Erm, what? You can't clearly recall what you were doing after gazing into this uncannily well-crafted toy frog's hypnotic glass eyes. You only remember feeling the urge to eat insects and cavort in mud puddles. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 2056.88 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. |
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 241/400 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. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1855.19 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. |
Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats Wil +7, Con +6 offense ------ Mindpower +7 (+1 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. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Wrath the Lost God Prototype Hero level 45
21st Haze 123rd year of Ascendancy at 01:51 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Wrath the Lost God Prototype Hero level 39
31st Pyre 123rd year of Ascendancy at 03:47 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Wrath the Lost God Prototype Hero level 51
32nd Regrowth 124th year of Ascendancy at 21:28 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Wrath the Lost God Prototype Hero level 48
39th Haze 123rd year of Ascendancy at 16:13 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Wrath the Lost God Prototype Hero level 46
24th Haze 123rd year of Ascendancy at 10:33 see stats
Catch that Plumpkin! (Nightmare (Adventure) difficulty)
Finish the Plumpkin event.By Wrath the Lost God Prototype Hero level 41
3rd Dusk 123rd year of Ascendancy at 11:53 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Wrath the Lost God Prototype Hero level 22
36th Dusk 122nd year of Ascendancy at 21:09 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Wrath the Lost God Prototype Hero level 47
24th Haze 123rd year of Ascendancy at 20:00 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Wrath the Lost God Prototype Hero level 40
8th Mirth 123rd year of Ascendancy at 13:18 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Wrath the Lost God Prototype Hero level 22
61st Dusk 122nd year of Ascendancy at 01:58 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Wrath the Lost God Prototype Hero level 33
60th Regrowth 123rd year of Ascendancy at 03:05 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Wrath the Lost God Prototype Hero level 52
43rd Regrowth 124th year of Ascendancy at 04:54 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Wrath the Lost God Prototype Hero level 36
29th Pyre 123rd year of Ascendancy at 19:08 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 Wrath the Lost God Prototype Hero level 28
70th Dusk 122nd year of Ascendancy at 01:01 see stats
Huge Appetite (Nightmare (Adventure) difficulty)
Ate 20 bosses.By Wrath the Lost God Prototype Hero level 29
76th Haze 122nd year of Ascendancy at 05:33 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Wrath the Lost God Prototype Hero level 10
9th Mirth 122nd year of Ascendancy at 12:36 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Wrath the Lost God Prototype Hero level 20
29th Dusk 122nd year of Ascendancy at 19:15 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Wrath the Lost God Prototype Hero level 30
77th Haze 122nd year of Ascendancy at 19:43 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Wrath the Lost God Prototype Hero level 40
49th Pyre 123rd year of Ascendancy at 09:01 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Wrath the Lost God Prototype Hero level 50
32nd Regrowth 124th year of Ascendancy at 14:43 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Wrath the Lost God Prototype Hero level 44
17th Haze 123rd year of Ascendancy at 23:40 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Wrath the Lost God Prototype Hero level 28
19th Haze 122nd year of Ascendancy at 03:06 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Wrath the Lost God Prototype Hero level 32
32nd Regrowth 123rd year of Ascendancy at 06:26 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Wrath the Lost God Prototype Hero level 15
12nd Dusk 122nd year of Ascendancy at 19:50 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Wrath the Lost God Prototype Hero level 47
34th Haze 123rd year of Ascendancy at 16:38 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Wrath the Lost God Prototype Hero level 55
32nd Pyre 124th year of Ascendancy at 06:51 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 Wrath the Lost God Prototype Hero level 32
32nd Regrowth 123rd year of Ascendancy at 17:41 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Wrath the Lost God Prototype Hero level 40
8th Mirth 123rd year of Ascendancy at 13:02 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Wrath the Lost God Prototype Hero level 13
2nd Dusk 122nd year of Ascendancy at 16:49 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Wrath the Lost God Prototype Hero level 32
32nd Regrowth 123rd year of Ascendancy at 15:47 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Wrath the Lost God Prototype Hero level 50
32nd Regrowth 124th year of Ascendancy at 19:29 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Wrath the Lost God Prototype Hero level 28
76th Haze 122nd year of Ascendancy at 02:44 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Wrath the Lost God Prototype Hero level 38
30th Pyre 123rd year of Ascendancy at 19:42 see stats
Log
You gain 25.00 gold from the melting of Ulfugodar the Furnacewinnow (64-97 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 1.25 gold from the melting of stralite greatmaul (58-86 power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 25.00 gold from the melting of Falastir the Blindstone (82-123 power, 3 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Elenaleg the Glittergash (57-86 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 20.68 gold from the melting of enhanced stralite battleaxe of crippling (42-64 power, 3 apr).
You gain 13.61 gold from the melting of druid's dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element).
You gain 6.88 gold from the melting of earthen yew magestaff of war (34-41 power, 4 apr, fire element).
You gain 9.54 gold from the melting of blighted yew magestaff of channeling (20-24 power, 4 apr, cold element).
You gain 7.12 gold from the melting of blighted elm vilestaff of channeling (10-12 power, 2 apr, fire element).
You gain 25.00 gold from the melting of voratun amulet 'Swampoozer'.
You gain 5.76 gold from the melting of starlit steel amulet of the eclipse.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Entrance to Grushnak Pride bastion here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 33rd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 07:10.
Saving done.
The furious lightning storm around Wrath calms down and disappears.






















































































































































































































































