Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Talent Point Planner 1.3.0The 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: Allow Respec Anywhere 1.2.3Timed 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. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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
Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. 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. 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Yeek |
Class | Temporal Warden |
Level / Exp | 50 / 918% |
Size | small |
Lifes / Deaths | Killed by Polovea the cold drake at level 28 on the 26th Haze 122nd year of Ascendancy at 22:19 2 / 5Killed by Betheba the giant ice ant at level 34 on the 58th Haze 122nd year of Ascendancy at 13:42 Killed by Zubaldagara the orc soldier at level 38 on the 28th Regrowth 123rd year of Ascendancy at 05:39 Killed by Xuwe the orc pyromancer at level 42 on the 54th Regrowth 123rd year of Ascendancy at 21:34 Killed by Arewen the bone giant at level 42 on the 55th Regrowth 123rd year of Ascendancy at 15:49 |
Primary Stats
Strength | 32 (base 14) |
Dexterity | 106.32 (base 65) |
Constitution | 49 (base 34) |
Magic | 128.32 (base 62) |
Willpower | 107.32 (base 60) |
Cunning | 51 (base 12) |
Resources
Life | 828/1122 |
Positive | 0/177 |
Paradox | 422 |
Healing Factor | 1.55 |
Regeneration | 85.699076855573 |
Speed
Mental | +56.074767897175% |
Attack | +46.074767897179% |
Movement | +25% |
Spell | +46.074767897179% |
Global | +165.45258232638% |
Vision
Sight | 8 |
Lite | 10 |
See Stealth | 56.778042632723 |
See Invisible | 60.778042632723 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
Damage | 209 |
Accuracy | 73 |
Crit Chance | 21% |
APR | 25 |
Speed | 0.45 |
Offense: Spell
Spellpower | 70.83 |
Crit Chance | 39% |
Speed | 0.68458092687431 |
Offense: Mind
Mindpower | 56.841333333333 |
Crit Chance | 25% |
Speed | 0.68458092687431 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 25 (45%) |
Defense | 81.199731553009 |
Ranged Defense | 81.199731553009 |
Fatigue | 5 |
Physical Save | 43.166666666667 |
Spell Save | 62.406 |
Mental Save | 63.6405 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Poison Resistance | 5% |
Blind Resistance | 100% |
Silence Resistance | 60% |
Bleed Resistance | 100% |
Disarm Resistance | 64% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 731 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 950 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -777 life. However, when below 0 you cannot see how much life you have left. 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. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Temporal Hounds |
talent | Chant of Fortress |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is immune to all detrimental effects. Draconic Will |
beneficial effect | The target is surrounded by a magical shield, absorbing 686/731 damage nil before it crumbles. Damage Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is regaining 49 life per turn and refreshing talents at twice the normal rate. Invigorate |
beneficial effect | Increases your three highest stats by 18 and keeps you from dying even if your life drops to -700. Heroism |
detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
beneficial effect | Increases global action speed by 12%. Haste |
beneficial effect | Increases attack, spell, and mind speed by 46%. 3 Time Dilation |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 49, and granting a 11% chance to ignore critical hits. Precognition |
beneficial effect | Focused on Qohur the wretch titan, +28% critical damage and +28% critical hit chance against this target. Warden's Focus |
beneficial effect | Increases global action speed by 38%. Speed |
beneficial effect | The target assumes the form of a telugoroth. Temporal Form |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | Each turn will fire an arrow at Qohur the wretch titan. Arrow Echoes |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 Lisawen the wolf. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Xerathra the skeleton mage. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Yvurin the orc grand master assassin. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 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 Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1053. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have 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 have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within1 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eremivor (25 def, 5 armour) Eremivor (25 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +5 Defense: +25 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 12 physical Changes stats: +3 Dex / +8 Mag / +5 Wil / +2 Con Changes resistances: +12% fire / +15% cold Life regen: +5.40 Mana each turn: +0.60 Maximum mana: +49.00 Maximum stamina: +5.00 Spell crit. chance: +5% See invisible: +9 Healing mod.: +29% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 31 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Quiver | Porivena the Mirewrack (5/20, 176% power, 18 apr) Porivena the Mirewrack (5/20, 176% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 176% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 On weapon hit: * 42% chance to disease * Slows global speed by 42% * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +33 lightning / +20 blight / +8 nature Burst (radius 2) on crit: +14 lightning / +4 nature Arrows are used with bows to pierce your foes to death. Press to compare |
Light source | Belada the dwarven lantern Belada the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances: +9% cold / +8% temporal Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +30 Physical save: +12 (+4 eff.) Blindness immunity: +42% Confusion immunity: +14% Life regen: +0.20 Maximum stamina: +15.00 Light radius: +8 See stealth: +17 See invisible: +12 Healing mod.: +26% Defense after a teleport: +18 Resist all after a teleport: +17% New effects duration reduction after a teleport: +25% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | Starblow the cashmere wizard hat (2 def, 0 armour) Starblow the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +6 Mag / +4 Wil / +7 Cun / +3 Con Changes damage: +8% arcane Mental save: +25 (+6 eff.) Confusion immunity: -20% Fear immunity: -20% Mana when firing critical spell: +1.00 Vim when firing critical spell: +4.00 Mental crit. chance: +6% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: 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 138 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... Press to compare |
Tool | Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 433.81 temporal and 294.53 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. Press to compare |
On fingers | Belama the Thunderbreak Belama the ThunderbreakInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+7 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +9% lightning / +40% nature / +3% acid Changes resistances penetration: +20% temporal Changes damage: +20% nature Blindness immunity: +5% Poison immunity: +5% Disarm immunity: +64% Pinning immunity: +49% Knockback immunity: +50% Maximum life: +40.00 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. Press to compare |
On fingers | Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 366.87 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. Press to compare |
Around waist | hardened leather belt 'Durehir' hardened leather belt 'Durehir'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +3 Str / +4 Dex / +7 Wil / +5 Cun / +3 Con Changes damage: +30% acid Physical save: +16 (+5 eff.) Spell save: +13 (+3 eff.) Mental save: +29 (+7 eff.) Maximum life: +54.00 Mindpower: +5 (+2 eff.) A belt that goes around your waist. Press to compare |
In main hand | dragonbone longbow 'Scorchtrial' dragonbone longbow 'Scorchtrial'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Burst (radius 2) on crit: +2 fire When wielded/worn: Changes resistances: +6% blight / +15% fire Changes resistances penetration: +38% physical / +14% temporal Changes damage: +6% fire / +19% temporal / +18% physical Talent cooldown: Arrow Stitching (-1 turn) Damage Shield penetration: +56% Longbows are used to shoot arrows at your foes. Press to compare |
On hands | Porysemira the Jetbane (0 def, 23 armour) Porysemira the Jetbane (0 def, 23 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +40 (+10 eff.) Armour: +23 Armour Hardiness: +15% Effects on melee hit: * 25% chance to cause random gloom * 15% chance to inflict damage reduction Damage (Melee): 33 mind / 40 darkness Damage when hit (Melee): 4 lightning Changes stats: +12 Str / +12 Con Changes resistances: +11% physical Mental save: -5 (-1 eff.) Maximum psi: +59.00 Mindpower: +10 (+3 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Main armor | Magmaorder the silk robe (3 def, 0 armour) Magmaorder the silk robe (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +5 Cun / +9 Mag Changes resistances: +6% acid / +3% darkness / +6% fire / +3% nature / +15% cold Changes resistances penetration: +13% temporal / +13% physical Changes damage: +15% light / +14% temporal / +17% darkness / +16% physical Physical save: +6 (+2 eff.) Spell save: +27 (+7 eff.) Blindness immunity: +5% Spellpower: +15 (+4 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Cloak | Xeronne (2 def, 0 armour) Xeronne (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Dex / +2 Mag / +2 Wil / +2 Cun Changes resistances: +14% darkness / +13% temporal Mental save: +3 (+1 eff.) Blindness immunity: +5% Confusion immunity: +5% Maximum psi: +40.00 Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | Ivara the Noonstriker Ivara the NoonstrikerInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Physical power: +8 (+2 eff.) Defense: +20 (+4 eff.) Changes stats: +18 Lck Changes resistances: +18% acid / +26% mind / +6% light Changes damage: +12% light / +9% physical Confusion immunity: +43% Light radius: +2 Combat speed: +10% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. Press to compare |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: 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 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
shielding rune of the psychic (absorb 784 for 3 turns) shielding rune of the psychic (absorb 784 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 784 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
stralite amulet 'Betheyawyn' stralite amulet 'Betheyawyn'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +3% acid / +2% physical / +3% light / +6% nature Changes damage: +6% acid / +5% fire / +7% cold / +7% lightning Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Pinning immunity: +5% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Isurialaith the steel ring Isurialaith the steel ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +11% physical Changes damage: +11% physical Grants telepathy: Dragon Life regen: +0.70 Maximum life: +41.00 Spellpower: +5 (+1 eff.) Mindpower: +7 (+2 eff.) Healing mod.: +12% Rings can have magical properties. Press to compare |
gold ring 'Glimmerbrawn' gold ring 'Glimmerbrawn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% light / +6% lightning Changes resistances penetration: +10% light Disarm immunity: +32% Pinning immunity: +27% Knockback immunity: +36% Maximum life: +31.00 Light radius: +1 Rings can have magical properties. Press to compare |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -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. Press to compare |
stralite ring 'Blazemonster' stralite ring 'Blazemonster'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 light / 4 acid Changes resistances: +9% light / +32% cold Changes resistances penetration: +5% light Changes damage: +16% cold Rings can have magical properties. Press to compare |
voratun ring 'Radiancemaster' voratun ring 'Radiancemaster'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 arcane / 8 light Changes stats: +9 Dex / +8 Mag / +8 Wil / +10 Cun Changes resistances penetration: +25% light Changes damage: +21% light Silence immunity: +45% Stun/Freeze immunity: +50% Life regen: +4.30 Mana each turn: +0.40 Spellpower: +15 (+4 eff.) Rings can have magical properties. Press to compare |
Dawn's Blade (161% power, 7 apr) Dawn's Blade (161% power, 7 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Power: 162% Range: 1.4x Uses stat: 105% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 421.18 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. Press to compare |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Press to compare |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Press to compare |
Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. Press to compare |
quiver of elven-wood arrows 'Turyblek' (23/23, 154% power, 14 apr) quiver of elven-wood arrows 'Turyblek' (23/23, 154% power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +15 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 23 On weapon hit: * 10% chance to crush the target * 25% chance to put talents on cooldown Damage (Ranged): +12 gravity / +4 arcane Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +4 arcane Arrows are used with bows to pierce your foes to death. Press to compare |
Borichik the Nimbusbreak (23/23, 166% power, 18 apr) Borichik the Nimbusbreak (23/23, 166% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +14.0% Capacity: 23 On weapon hit: * 20% chance to daze * 20% chance to gain 10% of a turn * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * cripple the target Damage (Ranged): +18 physical / +18 temporal / +33 cold / +4 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +16 lightning / +15 cold / +4 temporal Arrows are used with bows to pierce your foes to death. Press to compare |
Magmarot (24/24, 161% power, 18 apr) Magmarot (24/24, 161% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 162% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +13.0% Capacity: 24 On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Ranged): +18 lightning / +4 arcane / +16 blight Burst (radius 2) on crit: +11 lightning / +24 fire Arrows are used with bows to pierce your foes to death. Press to compare |
Aerekira the silk robe (3 def, 0 armour) Aerekira the silk robe (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour penetration: +2 Defense: +3 (+1 eff.) Fatigue: -8% Changes stats: +1 Wil Changes resistances: +9% lightning / +27% darkness / +9% cold / +10% blight / +8% fire / +32% mind / +11% light Changes damage: +12% mind Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Physical save: +30 (+10 eff.) Spell save: +38 (+10 eff.) Mental save: +39 (+10 eff.) Mental crit. chance: +1% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
drakeskin leather belt 'Scorchcutter' drakeskin leather belt 'Scorchcutter'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+3 eff.) Armour: +12 Effects on melee hit: * 20% chance to gain 10% of a turn * 20% chance to disease Damage when hit (Melee): 8 fire Changes resistances penetration: +20% temporal Changes damage: +12% blight Critical mult.: +26.00% It can be used to create a temporary shield that absorbs 326 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. Press to compare |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. Press to compare |
This item will automatically be transmogrified when you leave the level. Arcgash (23 def, 5 armour)Arcgash (23 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+5 eff.) Fatigue: +4% Damage when hit (Melee): 8 acid Changes resistances: +12% blight / +6% temporal / +3% lightning Changes resistances penetration: +10% lightning / +10% acid Changes damage: +9% lightning / +12% temporal It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 35% chance to completely evade them and granting you 39 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Cyrariassra (0 def, 6 armour) Cyrariassra (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 blight Changes stats: +2 Wil Mental save: +8 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +60.00 Damage Shield penetration: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +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. |
613 alchemist agate 613 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
Aerenne the Fogbraid Aerenne the FogbraidInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 darkness / 8 acid Changes resistances penetration: +15% acid Changes damage: +6% darkness Physical save: +8 (+3 eff.) Maximum life: +106.00 Light radius: +3 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 239.33 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dwarven-steel pickaxe 'Aniledor' (dig speed 16 turns) dwarven-steel pickaxe 'Aniledor' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Physical power: +8 (+2 eff.) Changes stats: +2 Str / +2 Dex / +2 Con Critical mult.: +16.00% Reduces incoming crit damage: 10.00% Physical save: +20 (+7 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. Press to compare |
Achievements
By Combat Jesus Mk 2 the Yeek Temporal Warden level 36
61st Haze 122nd year of Ascendancy at 21:52 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 38
19th Regrowth 123rd year of Ascendancy at 11:20 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 36
60th Haze 122nd year of Ascendancy at 00:11 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 47
39th Pyre 123rd year of Ascendancy at 03:03 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 42
40th Regrowth 123rd year of Ascendancy at 14:03 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 11
10th Mirth 122nd year of Ascendancy at 08:30 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 40
36th Regrowth 123rd year of Ascendancy at 07:03 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 40
35th Regrowth 123rd year of Ascendancy at 05:11 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 24
63rd Dusk 122nd year of Ascendancy at 17:16 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 32
51st Haze 122nd year of Ascendancy at 12:16 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 50
3rd Summertide 123rd year of Ascendancy at 15:01 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 38
19th Regrowth 123rd year of Ascendancy at 10:54 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 10
2nd Mirth 122nd year of Ascendancy at 22:18 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 20
32nd Dusk 122nd year of Ascendancy at 05:49 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 30
28th Haze 122nd year of Ascendancy at 16:52 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 40
34th Regrowth 123rd year of Ascendancy at 08:36 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 50
55th Pyre 123rd year of Ascendancy at 11:25 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 50
10th Mirth 123rd year of Ascendancy at 19:24 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 30
28th Haze 122nd year of Ascendancy at 18:54 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 50
74th Pyre 123rd year of Ascendancy at 19:41 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 21
52nd Dusk 122nd year of Ascendancy at 18:25 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 30
28th Haze 122nd year of Ascendancy at 18:54 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 36
73rd Haze 122nd year of Ascendancy at 23:32 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 40
36th Regrowth 123rd year of Ascendancy at 09:59 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 11
4th Flare 122nd year of Ascendancy at 19:22 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 38
19th Regrowth 123rd year of Ascendancy at 11:20 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 20
36th Dusk 122nd year of Ascendancy at 15:15 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 44
1st Time of Balance 123rd year of Ascendancy at 21:58 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 31
30th Haze 122nd year of Ascendancy at 23:02 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 21
52nd Dusk 122nd year of Ascendancy at 16:00 see stats
By Combat Jesus Mk 2 the Yeek Temporal Warden level 35
59th Haze 122nd year of Ascendancy at 02:19 see stats
Log
Combat Jesus Mk 2 is no longer embeded in time.
Combat Jesus Mk 2 slows down.
Temporal hound slows down.
Temporal hound stops regenerating health quickly.
Temporal hound stops burning.
Temporal hound is no longer out of phase.
Combat Jesus Mk 2's temporal clone slows down.
Combat Jesus Mk 2's temporal clone slows down.
Combat Jesus Mk 2's temporal clone is no longer embeded in time.
Combat Jesus Mk 2's temporal clone deactivates Temporal Hounds.
Combat Jesus Mk 2's temporal clone is no longer invigorated.
Combat Jesus Mk 2's temporal clone deactivates Weapon Folding.
Combat Jesus Mk 2's temporal clone deactivates Chant of Fortress.
Temporal hound is free from the acid.
Temporal hound slows down.
Temporal hound stops regenerating health quickly.
Temporal hound stops burning.
Temporal hound is no longer out of phase.
Temporal hound is no longer out of phase.
Temporal hound is free from the acid.
Temporal hound stops regenerating health quickly.
Temporal hound stops burning.
Temporal hound slows down.
Temporal hound has unraveled!
Yeek mindslayer deactivates Kinetic Shield.
Yeek mindslayer deactivates Charged Aura.
Yeek mindslayer deactivates Kinetic Shield.
Yeek mindslayer deactivates Kinetic Aura.
Yeek mindslayer is not cripple anymore.
Yeek mindslayer deactivates Charged Aura.