














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Juggle Hotkeys on Unwield 1.3.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official 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:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Auto-Acceptable Acrobatics 1.5.0OBSOLETE This addon is now part of the base game as of version 1.6 Changes the targeting of the talent Technique/Mobility-Tumble so that it is aimed the same way as Vault, making it usable when auto-accept target is enabled. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Flagpole Healthbar 1.1.5Makes the actor healthbars a 3/4 height vertical bar in the lower left, receding upwards with damage so less vital information is lost behind perspective wall tiles. Designed for use with my corner-only threat borders, but also looks passable with the default four-corner design as I also made the bar render on top of the frame. (Only issue is that full health gets lost against the ally-color frame). Looks good in sizes down to 32x32, fails to render in 16x16 presently. Intended for Shockbolt tiles and frames, not much use with roguelike. Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Timed Rest 1.1.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Embers of Rage 1.5.0Official 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 1.5.5Quality 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. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Always center your character 1.4.4Always center your character Disable Sawbutcher Rares 1.4.5Removes the sawbutcher class from random generated npcs. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Psyshot |
Level / Exp | 50 / 2162% |
Size | small |
Lifes / Deaths | Killed by Zubonor the fire drake at level 25 on the 1st Time of Equilibrium 122nd year of Ascendancy at 08:48 4 / 3Killed by Betarimina the skeleton assassin at level 31 on the 6th Allure 123rd year of Ascendancy at 18:55 Killed by orc high cryomancer at level 39 on the 44th Regrowth 123rd year of Ascendancy at 16:40 |
Antimagic | Follower |
Primary Stats
Strength | 59 (base 13) |
Dexterity | 132 (base 63) |
Constitution | 56 (base 33) |
Magic | 31 (base 9) |
Willpower | 116 (base 60) |
Cunning | 151.2 (base 63) |
Resources
Psi | 216/216 |
Life | 1217/1217 |
Steam | 100/100 |
Stamina | 512/512 |
Equilibrium | 45 |
Healing Factor | 1.9053097345134 |
Regeneration | 16.671460176992 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 16 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 125 |
Accuracy | 79 |
Crit Chance | 104% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 88 |
Accuracy | 75 |
Crit Chance | 92% |
APR | 73 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 82 |
Crit Chance | 71% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Blight | +21% |
Physical | +18% |
All | +15% |
Darkness | +74% |
Light | +18% |
Temporal | +27% |
Arcane | +21% |
Nature | +35% |
Offense: Damage Penetration
Darkness | +19% |
Physical | +10% |
Fire | +10% |
Blight | +20% |
Arcane | +35% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 56 (38.536585365854%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 11.669446550417 |
Physical Save | 70 |
Spell Save | 56 |
Mental Save | 74 |
Defense: Resistances
Acid | + 77%( 77%) |
Blight | + 58%( 77%) |
Arcane | + 43%( 77%) |
Cold | + 51%( 77%) |
All | + 43%( 77%) |
Mind | + 61%( 77%) |
Lightning | + 77%( 77%) |
Light | + 46%( 77%) |
Temporal | + 58%( 77%) |
Physical | + 43%( 77%) |
Darkness | + 73%( 77%) |
Fire | + 59%( 77%) |
Nature | + 77%( 77%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 55% |
Disarm Resistance | 100% |
Knockback Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 739% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1005 life over 5 turns. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 68%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 241% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.2 steam per turn. Can be activated for an instant burst of 96 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic fog | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Action at a distance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Molten Iron Blood |
talent | Gestalt |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You failed to protect the injured seer from death by Mayibeth the chitinous spider. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Porothra the vampire. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by orc master wyrmic. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Rafper. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 97. | 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. You have been shown a secret entrance to his stronghold. | 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, Agrimley the hermit 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +7 Wil +3 Cun +6 Con +16 Lck dps ---------- Mind.crit +4% Mind.pwr +9 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +16 Fatigue +5% Resists +23% acid +6% darkness +15% fire +15% cold +24% lightning Stealth +23 HP.reg +5.50 Heal.mod +30% ---------- misc Psi/ret +0.08 Talents +5 Moss Tread Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Master/Psionic Power 163% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Light Acc+ +0.1% dam / acc Acc +23 Apr +6 Crit +22.0% Capacity 21 Ranged+ +4 lightning +16 light On Hit.r1 +12 light On Hit: * 40% chance to daze at end of turn * 40% chance to blind * 25% chance to put talents on cooldown On Crit: * cripple the target While equipped: ---------- misc Talents +5 Toxic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +25% darkness ----- def ----- Resists +9% blight +12% lightning +3% all Crit.dmg- 15.00% Phys.save +20 (+5 eff.) Spell.save +9 (+3 eff.) Knockbk- +15% ---------- misc Light -2 Infravis +10 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +33.00% Mind.pwr +4 (+1 eff.) Dmg.mod +9% darkness Res.pen +20% arcane +20% mind Acc +25 (+5 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +15% temporal Mind.save +18 (+4 eff.) ---------- misc Max.psi +20.00 Light +7 Telepathy Dragon A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +13 Disarm- +150% ---------- misc Talents +5 Iron Grip Gauntlets. But with steam power! |
Tool | ![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +20.00% Dmg.mod +6% blight Res.pen +20% blight +15% arcane Phasing +20% Melee Ret 16 arcane ----- def ----- Resists +10% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +29 Cun +11 Dex dps ---------- Melee+ 22 bleed Ranged+ 24 bleed Dmg.mod +20% nature +3% light Res.pen +10% fire Acc +15 (+3 eff.) On Hit (Melee): * 20% chance to cause random gloom * Slows global speed by 35% * 30% chance to inflict 15% damage reduction On Hit (Ranged): * 16% chance to cause random gloom ----- def ----- Defense +17 (+4 eff.) Resists +9% lightning +3% temporal +40% nature ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +11 Wil dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +6% arcane +12% temporal Phasing +10% Melee Ret 8 mind 12 blight ----- def ----- Armour +9 Defense +10 (+2 eff.) Resists +15% lightning +9% temporal Res.Cap +7% all Phys.save +29 (+7 eff.) Stun/Frz- +50% Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 94.30 mind damage (based on Mindpower) in a radius 1 around the target * flashes light on your target dealing 148 damage Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Crit.mult +15.00% Steampwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +8 Str +14 Dex +8 Wil +12 Cun +11 Lck ----- def ----- Phys.save +20 (+5 eff.) Spell.save +21 (+6 eff.) Mind.save +21 (+5 eff.) Stealth +14 ---------- misc T.Disarm +29 Infravis +6 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +10.0% Atk.spd 100% Phasing +30% On Hit: * flashes light on your target dealing 155 damage While equipped: Stats +1 Str +6 Wil +7 Cun dps ---------- Mind.crit +5% Crit.mult +33.00% Mind.pwr +10 (+2 eff.) Dmg.mod +12% acid +3% physical ----- def ----- Armour +4 Resists +6% acid +1% physical Phys.save +10 (+3 eff.) Die.at -20.00 life HP.leech%% +25% HP.leech +25% ---------- misc Hate/m.crit +2.00 Max.hate +21.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Crit.mult +30.00% Dmg.mod +25% darkness Res.pen +19% darkness Acc +15 (+3 eff.) Apr +15 ----- def ----- Defense +4 (+1 eff.) Resists +17% blight +30% lightning +20% nature +31% darkness Phys.save +16 (+4 eff.) Mind.save +16 (+4 eff.) Stealth +39 Die.at -50.00 life HP.reg +3.00 Heal.mod +30% Blind- +20% Confus- +15% Stun/Frz- +50% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Master While equipped: Stats +11 Str +11 Dex +11 Mag +11 Wil +11 Cun +11 Con dps ---------- Phys.crit +16.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Apr +18 ----- def ----- Armour +9 Defense +15 (+4 eff.) Fatigue +8% Resists +55% acid +6% light +3% lightning +6% fire +6% mind +6% darkness Spell.save +21 (+6 eff.) ---------- misc Stam/turn +1.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 238 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.0 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 23.2 steam per turn. Can be activated for an instant burst of 116 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 396 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 784% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 715% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 120.05 physical damage and 274.68 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 8 turns. While Heroism is active, you will only die when reaching -1182 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 14) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +9% acid +6% light Res.Cap +3% all Phys.save +9 (+2 eff.) Blind- +30% Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 temporal ----- def ----- Resists +12% fire Spell.save +30 (+9 eff.) Mind.save +3 (+0 eff.) Disease- +10% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.22 Wild-gift/Harmony Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Wil dps ---------- Mind.crit +3% Phys.pwr +10 (+3 eff.) Phys.spd +10% Dmg.mod +10% physical ----- def ----- Resists +39% temporal +6% light +12% fire Phys.save +23 (+6 eff.) Spell.save +23 (+7 eff.) Mind.save +24 (+6 eff.) Pinning- +44% Knockbk- +35% ---------- misc Max.hate +4.00 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+1 eff.) Max.HP +21.00 Disarm- +22% Pinning- +21% Knockbk- +25% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+4 eff.) Max.HP +20.00 Disarm- +23% Pinning- +23% Knockbk- +23% ---------- misc Max.stam +10.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun +6 Wil dps ---------- Crit.mult +10.00% S.pwr/crit +8 ----- def ----- Defense +8 (+2 eff.) Spell.save +9 (+3 eff.) ---------- misc Mana/turn +0.08 Max.vim +30.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex +5 Mag +9 Wil +4 Cun dps ---------- Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Apr +2 ----- def ----- Phys.save +6 (+2 eff.) Max.HP +23.00 Disarm- +20% Pinning- +24% Knockbk- +22% ---------- misc See.Invis +6 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +4 Resists +33% lightning Crit.dmg- 15.00% Mind.save +20 (+5 eff.) Blind- +20% Poison- +10% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% temporal Res.pen +15% temporal Acc +14 (+2 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +8 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Master/Psionic Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +21% physical Acc +17 (+3 eff.) Apr +21 Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Ego] Arcane/Psionic Power 179% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 light +28 darkness Against +42% Undead +24% Living Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 173% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +23% acid +17% fire +23% lightning +21% cold Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Ego] Master Power 171% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +14 (+4 eff.) Res.pen +13% physical ----- def ----- Disarm- +31% Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +17 acid +27 blight On Hit: * 28% chance to disease On Crit: * splashes the target with acid One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +14 (+4 eff.) Res.pen +15% physical ----- def ----- Disarm- +35% One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 157% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% nature Melee Ret 16 lightning On Hit (Melee): * 40% chance to daze at end of turn ----- def ----- Armour +12 Resists +9% acid +12% temporal +9% cold +6% arcane +4% physical Blind- +15% Confus- +10% Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Crit.mult +13.00% Mind.pwr +4 (+1 eff.) Dmg.mod +5% acid ---------- misc Equi/ret +1.30 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 107% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit.r2 +8 physical While equipped: Stats +7 Cun dps ---------- Mind.crit +4% Crit.mult +39.00% Mind.pwr +8 (+2 eff.) Melee Ret 16 physical ----- def ----- Mind.save +12 (+3 eff.) HP.reg +1.20 ---------- misc Max.stam +20.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +12.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Phys.pwr +18 (+5 eff.) Mind.pwr +22 (+5 eff.) Res.pen +15% physical Acc +18 (+3 eff.) Melee Ret 16 physical ----- def ----- Armour +8 Resists +9% fire Max.HP +40.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature This natural sand should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +9% nature +19% physical Res.pen +6% nature +17% physical Melee Ret 19 physical ----- def ----- Resists +10% nature +16% physical ---------- misc Equi/ret +2.50 Masteries +0.20 Wild-gift/Harmony Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 24 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 25 arcane resource burn On Crit: * burns latent spell energy While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% arcane ----- def ----- Spell.save +10 (+4 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 steamsaw 1H weapon [Ego] Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +100 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +27% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T5 sling 1H weapon [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +7.0% Acc +15 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +19 fire On Hit.r1 +6 mind On Hit: * 54% chance to inflict 15% damage reduction Uses 2.0 Steam While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +8 (+2 eff.) Dmg.mod +12% mind +22% fire ----- def ----- Resists +9% darkness ---------- misc Vim/s.crit +6.00 Max.vim +50.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 shot ammo [Ego+] Psionic Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Ranged+ +20 physical On Hit: * 25% chance to put talents on cooldown * 10% chance to knock the target back While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Master/Psionic Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 43 Ranged+ +8 mind +8 darkness On Hit: * 20% chance to torment the target While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Random Unique] Nature/Master Power 155% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +29 Apr +5 Crit +5.5% Capacity 18 Ranged+ +12 acid +11 temporal +9 nature On Crit.r2 +4 acid On Hit: * 40% chance to corrode armour by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego] Nature/Disrupt Power 158% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 17 Ranged+ +9 nature +23 cold On Crit.r2 +12 cold On Hit: * 25% chance to remove a magical effect Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Disrupt/Psionic Power 178% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Mind Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 19 Proj.spd +100% Ranged+ +50 physical +17 manaburn arcane On Hit.r1 +8 physical +13 nature slow On Crit.r2 +12 physical +22 nature slow On Hit: * 10% chance to knock the target back On Crit: * burns latent spell energy While equipped: Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% light Res.pen +30% light ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +9% fire +28% light +20% darkness ---------- misc Light +4 Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego+] Nature While equipped: dps ---------- Melee+ 8 acid Melee Ret 35 acid ----- def ----- Armour +16 Hardiness +10% Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +17% physical ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +10 Wil +10 Cun +0 Con dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +17% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +11 (+3 eff.) Rng.Def +6 (+1 eff.) Resists +25% lightning +22% darkness +12% blight +5% arcane +3% nature +35% mind Phys.save +16 (+4 eff.) Spell.save +23 (+7 eff.) Mind.save +28 (+6 eff.) Max.HP +91.00 HP.reg +3.70 Heal.mod +26% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +19% light +40% darkness ----- def ----- Defense +5 (+1 eff.) Resists +30% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Str dps ---------- Melee+ 9 fire Ranged+ 9 fire ----- def ----- Armour +16 Defense +4 (+1 eff.) Fatigue +8% Resists +39% physical +18% darkness +26% fire ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +16% blight +16% nature +29% lightning A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Disrupt/Master While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +20% nature +20% blight D.Red.from +15% Unnatural A suit of armour made of leather. |
![]() 14.0 T5 heavy armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Spell.crit +3% S.pwr/crit +10 Dmg.mod +12% darkness +12% nature Res.pen +20% darkness Phasing +68% Melee Ret 13 light ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +4% Resists +23% blight +30% darkness Crit.dmg- 15.00% ---------- misc Light +2 See.Invis +18 A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Str 60 Heavy Armour Training 3 [Ego] Nature/Master While equipped: dps ---------- Melee Ret 17 physical ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Max.HP +60.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Str 60 Heavy Armour Training 3 [Ego+] Arcane While equipped: Stats +10 Str +10 Mag +7 Wil dps ---------- Phys.crit +9.0% Spell.crit +9% Mind.crit +8% Phys.pwr +25 (+6 eff.) Spell.pwr +24 (+6 eff.) Mind.pwr +25 (+5 eff.) ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +19% lightning A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Fatigue +0% Resists +20% blight +20% cold +20% nature Heal.mod +30% ---------- misc Max.enc +0 A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 3.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +10.00% Spell.pwr +8 (+2 eff.) S.pwr/crit +4 Melee Ret 8 arcane ----- def ----- Armour +25 Defense +22 (+5 eff.) Resists +9% lightning Phys.save +43 (+11 eff.) Mind.save +13 (+3 eff.) Max.HP +93.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+3 eff.) Resists +0% lightning +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 Stun/Frz- +0% ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 4.0 Pwr.cost 18 out of 18/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 90.18 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T5 feet armor [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -4% Max.HP +49.00 ---------- misc Stam/turn +0.90 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +3 Wil ----- def ----- Armour +15 Fatigue +5% ---------- misc Infravis +3 Blink to a nearby random location (rad 14) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Stealth +0 Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T5 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +4% HP.reg +5.40 Heal.mod +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +7 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue -6% Phys.save +15 (+4 eff.) ---------- misc Max.enc +50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T5 hands armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +9% mind +12% blight Res.pen +20% blight +15% fire +15% mind Acc +25 (+5 eff.) Melee Ret 20 mind ----- def ----- Armour +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Res.pen +5% mind Acc +25 (+5 eff.) Melee Ret 4 mind On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 ---------- misc Max.psi +20.00 Light +1 Telepathy All Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+2 eff.) ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+3 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T5 hands armor [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Cun ----- def ----- Armour +3 Phys.save +12 (+3 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil +10 Cun dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Mind.save +15 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: Stats +4 Str +1 Mag +6 Wil +8 Cun dps ---------- Mind.crit +8% Acc +0 (+0 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -10% Mind.save +30 (+7 eff.) Confus- -20% Fear- -20% ---------- misc Light +3 Infravis +2 Telepathy Dragon All Hateful Whisper: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 232 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Phys.save +25 (+6 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: Stats +7 Str +7 Wil dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% physical Phys.save +15 (+4 eff.) ---------- misc Stam/ret +3.00 Equi/ret +3.00 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +14 Wil dps ---------- Mind.crit +2% Dmg.mod +9% mind Res.pen +10% lightning +5% mind Melee Ret 12 mind ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +9% lightning +12% blight +15% fire +14% cold +7% all Phys.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Heal/summ +20 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +17 Wil +3 Cun dps ---------- Phys.pwr +11 (+3 eff.) Mind.pwr +2 (+1 eff.) Acc +0 (+0 eff.) Melee Ret 26 mind On Hit (Melee): * 52% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +15% physical Phys.save +40 (+10 eff.) Mind.save +14 (+3 eff.) Heal/summ +30 ---------- misc Light +0 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Cun +8 Wil dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +20% lightning Acc +0 (+0 eff.) Melee Ret 8 nature ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +5% Resists +9% acid +15% blight +15% nature +5% arcane +5% all Phys.save +10 (+3 eff.) Mind.save +20 (+5 eff.) ---------- misc Light +0 Infravis +4 Telepathy Demon/Minor Demon/Major A cap made of leather. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +0 A Helmet. But with steam power! |
![]() 3.0 T5 head armor [Ego+] Master While equipped: Stats +6 Str +6 Wil ----- def ----- Armour +5 Fatigue +5% Mind.save +13 (+3 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego] Master While equipped: Stats +9 Dex ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +13% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% temporal Acc +0 (+0 eff.) ----- def ----- Armour +9 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +5% Resists +15% acid +14% fire +15% nature +12% cold +25% mind +15% lightning Spell.save +5 (+2 eff.) Mind.save +46 (+10 eff.) Max.HP +110.00 Heal.mod +25% Blind- +15% Poison- +15% Disease- +20% Confus- +46% ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +6 Str +7 Wil +10 Con dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +13% physical Phys.save +14 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -8% ---------- misc Max.enc +20 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +6 (+2 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +6 ---------- misc Talents +3 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +8 ---------- misc Talents +4 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +16 (+3 eff.) ---------- misc Light +6 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Solid Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 31] simple frost salve [power 31]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 241% efficiency and 67% cooldown modifier. Remove 1 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 377] simple healing salve [power 377]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 241% efficiency and 67% cooldown modifier. Heal 377 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 45] powerful frost salve [power 45]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 241% efficiency and 67% cooldown modifier. Remove 2 physical effects and grants a frost aura (45% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 613] powerful healing salve [power 613]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 241% efficiency and 67% cooldown modifier. Heal 613 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 45] powerful water salve [power 45]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 241% efficiency and 67% cooldown modifier. Remove 2 mental effects and grants a water aura (45% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 59] amazing fiery salve [power 59]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 241% efficiency and 67% cooldown modifier. Remove 3 magical effects and grants a fiery aura (59% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 59] amazing frost salve [power 59]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 241% efficiency and 67% cooldown modifier. Remove 3 physical effects and grants a frost aura (59% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 849] amazing healing salve [power 849]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 241% efficiency and 67% cooldown modifier. Heal 849 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 743] amazing pain suppressor salve [power 743]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 241% efficiency and 67% cooldown modifier. Let you fight up to -743 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 59] amazing water salve [power 59]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 241% efficiency and 67% cooldown modifier. Remove 3 mental effects and grants a water aura (59% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +8% mind +10% fire Melee Ret 20 blight ----- def ----- Mind.save +10 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.28 Vim/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% blight +6% temporal ----- def ----- Resists +3% temporal +21% darkness +6% nature Affinity +15% darkness Phys.save +3 (+1 eff.) Max.HP +71.00 Def/telep +19 Res/telep +19% Dur/telep +19% ---------- misc Max.stam +59.00 Infravis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 169 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +15% mind Melee Ret 8 mind On Hit (Melee): * 30% chance to blind ----- def ----- Resists +12% mind +6% light ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% fire Melee Ret 16 fire ----- def ----- Resists +3% lightning ---------- misc Talents +2 Invoke Tentacle +3 Lay Web Cooldown Invoke Tentacle +10 Lay Web -1 Remove up to 2 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +8 Cun +10 Wil dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +10% mind ----- def ----- Resists +6% lightning ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +8% Crit.mult +15.00% Dmg.mod +6% darkness +9% mind ----- def ----- Resists +18% blight +9% darkness Spell.save +15 (+5 eff.) ---------- misc Psi/ret +0.12 Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 420 fire damage overall) Puts all charms on 6 cooldown 100% to regenerate 11 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Rafper the Halfling Psyshot level 33
17th Regrowth 123rd year of Ascendancy at 15:49 see stats
By Rafper the Halfling Psyshot level 40
45th Regrowth 123rd year of Ascendancy at 18:06 see stats
By Rafper the Halfling Psyshot level 33
1st Regrowth 123rd year of Ascendancy at 11:43 see stats
By Rafper the Halfling Psyshot level 26
4th Haze 122nd year of Ascendancy at 14:17 see stats
By Rafper the Halfling Psyshot level 37
40th Regrowth 123rd year of Ascendancy at 03:56 see stats
By Rafper the Halfling Psyshot level 48
64th Pyre 123rd year of Ascendancy at 01:36 see stats
By Rafper the Halfling Psyshot level 37
31st Regrowth 123rd year of Ascendancy at 13:58 see stats
By Rafper the Halfling Psyshot level 18
13rd Dusk 122nd year of Ascendancy at 20:41 see stats
By Rafper the Halfling Psyshot level 21
31st Dusk 122nd year of Ascendancy at 13:56 see stats
By Rafper the Halfling Psyshot level 35
27th Regrowth 123rd year of Ascendancy at 16:53 see stats
By Rafper the Halfling Psyshot level 31
6th Allure 123rd year of Ascendancy at 16:20 see stats
By Rafper the Halfling Psyshot level 50
42nd Dusk 123rd year of Ascendancy at 02:29 see stats
By Rafper the Halfling Psyshot level 22
41st Dusk 122nd year of Ascendancy at 09:57 see stats
By Rafper the Halfling Psyshot level 43
9th Pyre 123rd year of Ascendancy at 09:27 see stats
By Rafper the Halfling Psyshot level 50
15th Dusk 123rd year of Ascendancy at 12:59 see stats
By Rafper the Halfling Psyshot level 28
20th Haze 122nd year of Ascendancy at 01:14 see stats
By Rafper the Halfling Psyshot level 50
1st Dusk 123rd year of Ascendancy at 04:24 see stats
By Rafper the Halfling Psyshot level 10
2nd Mirth 122nd year of Ascendancy at 05:12 see stats
By Rafper the Halfling Psyshot level 20
17th Dusk 122nd year of Ascendancy at 10:58 see stats
By Rafper the Halfling Psyshot level 30
2nd Allure 123rd year of Ascendancy at 13:31 see stats
By Rafper the Halfling Psyshot level 40
45th Regrowth 123rd year of Ascendancy at 05:41 see stats
By Rafper the Halfling Psyshot level 50
1st Summertide 123rd year of Ascendancy at 21:00 see stats
By Rafper the Halfling Psyshot level 50
13rd Dusk 123rd year of Ascendancy at 14:54 see stats
By Rafper the Halfling Psyshot level 42
60th Regrowth 123rd year of Ascendancy at 09:34 see stats
By Rafper the Halfling Psyshot level 17
1st Dusk 122nd year of Ascendancy at 16:19 see stats
By Rafper the Halfling Psyshot level 34
25th Regrowth 123rd year of Ascendancy at 08:11 see stats
By Rafper the Halfling Psyshot level 47
63rd Pyre 123rd year of Ascendancy at 19:15 see stats
By Rafper the Halfling Psyshot level 16
8th Flare 122nd year of Ascendancy at 23:06 see stats
By Rafper the Halfling Psyshot level 36
27th Regrowth 123rd year of Ascendancy at 20:28 see stats
By Rafper the Halfling Psyshot level 50
42nd Dusk 123rd year of Ascendancy at 02:28 see stats
By Rafper the Halfling Psyshot level 12
7th Mirth 122nd year of Ascendancy at 03:34 see stats
By Rafper the Halfling Psyshot level 50
13rd Dusk 123rd year of Ascendancy at 23:46 see stats
By Rafper the Halfling Psyshot level 22
74th Dusk 122nd year of Ascendancy at 17:43 see stats
By Rafper the Halfling Psyshot level 49
72nd Pyre 123rd year of Ascendancy at 15:18 see stats
By Rafper the Halfling Psyshot level 16
4th Flare 122nd year of Ascendancy at 09:37 see stats
By Rafper the Halfling Psyshot level 43
77th Regrowth 123rd year of Ascendancy at 12:26 see stats
By Rafper the Halfling Psyshot level 22
41st Dusk 122nd year of Ascendancy at 10:37 see stats
By Rafper the Halfling Psyshot level 14
2nd Summertide 122nd year of Ascendancy at 11:05 see stats
By Rafper the Halfling Psyshot level 32
9th Allure 123rd year of Ascendancy at 08:46 see stats
Log
--------------------------------
Rafper uses Infusion: Regeneration.
Rafper starts regenerating health quickly.
--------------------------------
Resting starts...
Rafper stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
--------------------------------
Rafper uses Infusion: Regeneration.
Rafper starts regenerating health quickly.
--------------------------------
Resting starts...
Rafper stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
--------------------------------
Rafper uses Infusion: Regeneration.
Rafper starts regenerating health quickly.
--------------------------------
Resting starts...
Rafper stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
--------------------------------
Rafper deactivates Molten Iron Blood.
A psionic shield forms around Rafper.
Rafper deactivates Antimagic Shield.
Rafper deactivates Wild Growth.
Rafper deactivates Gestalt.