Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Spellsword 1.2.5This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. Infinite500 v2.4: Revised high level play for ToME 1.2.3Version 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. Generalist Class Pack 1.2.5Adds generalist classes, which gain all talent trees within a meta-class. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum 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. ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Mana Surgery 1.2.3This addon attempts to reimagine Spell/Arcane tree to make it "click" together a bit better. Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: cauterize counter 1.2.5Shows a count of spells cast and damage taken in the Cauterize prodigy display Commando class 1.2.5Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Superhuman |
Class | Enchanter |
Level / Exp | 49 / 16% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 118 (base 10) |
Dexterity | 129 (base 60) |
Constitution | 90 (base 18) |
Magic | 173 (base 60) |
Willpower | 164 (base 60) |
Cunning | 129 (base 60) |
Resources
Mana | 1606/1606 |
Psi | 331/331 |
Life | 5747/5747 |
Paradox | 0 |
Stamina | 636/649 |
Equilibrium | 0 |
Healing Factor | 2.5 |
Regeneration | 46.5 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +211% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
ESP Range | 20 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 410 |
Accuracy | 115 |
Crit Chance | 168% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 136.28571428571 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 91.28 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
All | +16% |
Defense: Base
Armour (hardiness) | 226.48582672597 (144.05010438413%) |
Defense | 76.233956681493 |
Ranged Defense | 92.741177350157 |
Fatigue | 0 |
Physical Save | 90.47652994729 |
Spell Save | 106.83877495608 |
Mental Save | 87.085 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 15% |
Bleed Resistance | 10% |
Confusion Resistance | 100% |
Teleport Resistance | 50% |
Stun Resistance | 100% |
Poison Resistance | 10% |
Pinning Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 104% for 15 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 0.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 229 life over 19 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2101 damage for 96 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 6188% over 38 turns and instantly restoring 309 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Disenchantment | 11.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Morph | 11.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Enhancement | 11.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Advanced martial enchantments | 11.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Arcane enchantments | 11.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Inanimation | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Chaotic hedgemagic | 11.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Ordered hedgemagic | 11.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Martial enchantments | 11.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Force | 11.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Mana alchemy | 11.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Staff combat | 11.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Stone alchemy | 11.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff magic | 11.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Vitalise |
talent | Soul Siphon |
talent | Defensive Posture |
talent | Staff Warding |
talent | Arcane Fire Shield |
talent | Battlesurge |
talent | Inner Power |
talent | Shielding |
talent | Chant of Fortitude |
talent | Arcane Harmony |
talent | Beyond the Flesh |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+11% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Emelywyn the forest troll. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda died to a Yaech raiding party at the beach. | failed |
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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1758. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed multi-hued wyrm scale. * You've found the needed bloated horror heart. 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Shockwither (30-36 power, 6 apr, temporal element) Shockwither (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Infused by nature Enchantment: Runes 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 52% chance to daze Burst (radius 1) on hit: +4 fire When wielded/worn: Changes stats: +7 Con Changes resistances: +5% arcane Changes damage: +3% lightning / +30% temporal Talent granted: +1 Command Staff Physical save: +20 Spell save: +3 Pinning immunity: +30% Life regen: +1.50 Mana each turn: +0.40 Spellpower: +121 Spell crit. chance: +15% Healing mod.: +30% It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Quiver | 59 alchemist amethyst 59 alchemist amethyst0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 6, doing 76.71 cold damage and 93.24 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Duvedunaldir the Barkgrinder (16 def, 0 armour) Duvedunaldir the Barkgrinder (16 def, 0 armour)Powered by arcane forces Infused by psionic forces Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +16 Damage when hit (Melee): 4 nature Changes stats: +1 Dex / +10 Mag Changes resistances: +12% darkness / +20% physical Changes resistances penetration: +15% physical Changes damage: +20% physical / +18% arcane / +17% darkness Reduces incoming crit damage: 15.00% Spell save: +20 Stun/Freeze immunity: +60% Life regen: +0.40 Maximum life: +30.00 Maximum mana: +110.00 Maximum hate: +15.00 Mindpower: +10 Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
On feet | pair of voratun boots 'Galintir' (0 def, 5 armour) pair of voratun boots 'Galintir' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Infused by psionic forces Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +4 Armour: +5 Fatigue: +0% Changes stats: +3 Dex / +6 Wil / +7 Con Changes resistances: +2% physical Changes resistances penetration: +9% physical Critical mult.: +13.00% Physical save: +15 Spell save: +10 Mental save: +15 Life regen: +5.50 Mindpower: +9 Healing mod.: +30% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: 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 33 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | 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 Mindpower: +10 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. |
On fingers | voratun ring 'Barasus' voratun ring 'Barasus'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +8 Mag / +8 Wil / +3 Cun / +6 Con Spell save: +20 Mental save: +30 Hate when firing a critical mind attack: +4.00 Maximum stamina: +40.00 Spellpower: +15 Mindpower: +4 Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
On fingers | Yvussra the voratun ring Yvussra the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +40 Damage when hit (Melee): 4 blight Changes stats: +4 Str / +8 Mag / +7 Wil Changes resistances: +6% arcane / +4% physical Changes damage: +16% all Spellpower: +44 Mindpower: +30 Rings can have magical properties. |
Around neck | Belolar BelolarPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Fatigue: -10% Changes stats: +2 Cun Changes resistances: +12% temporal Changes damage: +15% blight / +15% fire Critical mult.: +30.00% Mental save: +6 Silence immunity: +15% Teleport immunity: +50% Life regen: +3.20 Spellpower: +11 It can be used to teleports you randomly (rad 60), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
In main hand | Khelodar the dragonbone magestaff (30-36 power, 6 apr, temporal element) Khelodar the dragonbone magestaff (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Enchantment: Runes 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Changes stats: +3 Str / +1 Wil / +3 Con Changes resistances penetration: +15% temporal Changes damage: +30% temporal Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Physical save: +14 Spell save: +12 Mental save: +15 Mana each turn: +0.40 Spellpower: +111 Spell crit. chance: +23% Infravision radius: +2 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
On hands | Mudir (2 def, 3 armour) Mudir (2 def, 3 armour)Powered by arcane forces Crafted by a master Enchantment: Weapon 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +14 Armour: +3 Defense: +2 Ranged Defense: +2 Damage (Melee): 19 arcane Changes stats: +9 Dex / +16 Mag / +9 Wil / +9 Cun Changes resistances: +6% arcane / +3% light Changes damage: +7% arcane Grants telepathy: Humanoid/Orc Poison immunity: +10% Cut immunity: +10% Stun/Freeze immunity: +25% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Viperfurnace the drakeskin leather belt Viperfurnace the drakeskin leather belt Powered by arcane forces Crafted by a master Enchantment: Light Armour 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Defense: +14 Damage when hit (Melee): 8 arcane Changes stats: +6 Wil / +5 Mag Changes resistances penetration: +15% blight / +10% arcane / +5% nature Changes damage: +9% blight Critical mult.: +10.00% Spell save: +7 Mental save: +14 Stun/Freeze immunity: +60% Spellpower: +10 Spell crit. chance: +5% A belt that goes around your waist. |
Cloak | elven-silk cloak 'Morningfoe' (13 def, 0 armour) elven-silk cloak 'Morningfoe' (13 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 Armour penetration: +10 Defense: +13 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 light Changes stats: +5 Dex / +5 Mag / +6 Wil / +6 Cun Changes resistances: +6% light / +5% arcane Changes resistances penetration: +5% light Changes damage: +6% light Physical save: +12 Spell save: +32 Mental save: +15 Only die when reaching: -50.00 life Maximum mana: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hathuroddagarand the Spiderbile (7 def, 13 armour) Hathuroddagarand the Spiderbile (7 def, 13 armour)Requires: - Strength 0 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +15.0% Physical power: +27 Armour: +13 Defense: +7 Fatigue: +0% Damage when hit (Melee): 8 nature / 4 blight Changes stats: +17 Str / +5 Dex / +15 Mag / +17 Wil / +5 Cun / +5 Con Changes resistances: +47% lightning / +6% blight Changes resistances penetration: +15% nature Changes damage: +3% nature Spellpower: +27 Spell crit. chance: +14% Mindpower: +27 Mental crit. chance: +11% A suit of armour made of metal plates. |
Inventory
Rune of the Rift (806.00 temporal damage, removed from time 4 turns) Rune of the Rift (806.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 1499.16 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
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 |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
steel amulet 'Tulidas' steel amulet 'Tulidas'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Dex / +3 Mag Changes resistances: +6% darkness / +3% temporal Cut immunity: +50% Mana each turn: +0.25 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +58.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 524 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
conjurer's gold ring of power conjurer's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 Changes stats: +6 Mag / +7 Wil Spellpower: +18 Mindpower: +11 Rings can have magical properties. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Enchantment: Runes 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +88 It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces Enchantment: Weapon 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +68 Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes damage: +20% cold / +20% arcane / +20% light Mental save: +8 Vim when firing critical spell: +4.00 Spellpower: +30 Spell crit. chance: +15% The top part of Telos' broken staff. |
dragonbone magestaff 'Elenikath' (30-36 power, 6 apr, fire element) dragonbone magestaff 'Elenikath' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature Enchantment: Runes 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +13 Effects on melee hit: * 18% chance to blind Damage when hit (Melee): 4 acid Changes stats: +2 Mag / +1 Wil / +3 Cun / +4 Con Changes damage: +30% fire Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +110 Spell crit. chance: +5% Light radius: +4 It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
voratun gauntlets 'Cobrasaw' (0 def, 3 armour) voratun gauntlets 'Cobrasaw' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +14 Armour: +3 Effects on melee hit: * 20% chance to cause random insanity Damage (Melee): 33 mind / 23 darkness Damage when hit (Melee): 12 nature Changes stats: +5 Str / +5 Mag Changes damage: +11% arcane / +9% nature Mental save: -9 Maximum vim: +40.00 Mindpower: +9 Activating this item is instant. 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% Metal gloves protecting the hands up to the middle of the lower arm. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +1 Changes stats: +8 Cun / +4 Wil Changes resistances: +20% temporal Talent mastery: +0.20 Chronomancy / Time Travel Spellpower: +8 Mindpower: +8 Reduces paradox failures(equivalent to willpower): +10 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 5 turns. At level 4, you may choose the exit location target area (radius 7). The duration will scale with your Paradox. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
10 onyx 10 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 When used as an alchemist bomb: Bomb damage +15% When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
12 garnet 12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
11 quartz 11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 30 ice damage When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
4 jade 4 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 When used as an alchemist bomb: Slows by 17% When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 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 When used as an alchemist bomb: Additional 30 acid damage When used as a pommel gem: Damage burst on hit (radius 1): +20 acid. Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% When used as a pommel gem: +4 critical hit chance. Gems can be sold for money or used in arcane rituals. |
3 amber 3 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% When used as an alchemist bomb: 10% chance to stun for 2 turns When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 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% When used as an alchemist bomb: Life regen 10% of max life When used as a pommel gem: +10% life leech. Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 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% When used as an alchemist bomb: Additional 40 fire damage When used as a pommel gem: Damage burst on hit (radius 1): +25 fire. Gems can be sold for money or used in arcane rituals. |
fire opal 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% When used as an alchemist bomb: Additional 40 fire damage When used as a pommel gem: Damage burst on hit (radius 1): +25 fire. Gems can be sold for money or used in arcane rituals. |
2 diamond 2 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 When used as an alchemist bomb: Bomb damage +25% When used as a pommel gem: +5 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used as an alchemist bomb: 20% chance to stun for 3 turns When used as a pommel gem: On hit: 20% chance to Stun for 4 turns. Gems can be sold for money or used in arcane rituals. |
6 pearl 6 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 When used as an alchemist bomb: Lights terrain (power 100) When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 2. It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. It can be used to map surroundings, costing 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. |
503 alchemist agate 503 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. |
Ivytira IvytiraPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 22 fire Changes resistances: +22% darkness / +7% blight / +8% fire / +12% mind / +6% cold Changes damage: +10% light Damage affinity(heal): +5% light Poison immunity: +15% Silence immunity: +20% Disarm immunity: +25% Stun/Freeze immunity: +10% Spellpower: +5 Spell crit. chance: +5% Light radius: +6 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 52 blight damage or heals 55 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of corpselight scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 22 fire Changes resistances: +10% blight / +8% fire / +10% darkness Spellpower: +5 Spell crit. chance: +5% Light radius: +3 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 52 blight damage or heals 55 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) 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, costing 202 power out of 339/400. 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. |
Achievements
By Maestro the Superhuman Enchanter level 40
15th Regrowth 123rd year of Ascendancy at 15:46 see stats
By Maestro the Superhuman Enchanter level 39
8th Regrowth 123rd year of Ascendancy at 04:56 see stats
By Maestro the Superhuman Enchanter level 46
38th Regrowth 123rd year of Ascendancy at 15:27 see stats
By Maestro the Superhuman Enchanter level 43
27th Regrowth 123rd year of Ascendancy at 06:07 see stats
By Maestro the Superhuman Enchanter level 30
13rd Haze 122nd year of Ascendancy at 11:19 see stats
By Maestro the Superhuman Enchanter level 40
13rd Regrowth 123rd year of Ascendancy at 00:09 see stats
By Maestro the Superhuman Enchanter level 31
13rd Haze 122nd year of Ascendancy at 17:18 see stats
By Maestro the Superhuman Enchanter level 21
40th Dusk 122nd year of Ascendancy at 16:57 see stats
By Maestro the Superhuman Enchanter level 43
22nd Regrowth 123rd year of Ascendancy at 15:41 see stats
By Maestro the Superhuman Enchanter level 44
35th Regrowth 123rd year of Ascendancy at 10:06 see stats
By Maestro the Superhuman Enchanter level 42
22nd Regrowth 123rd year of Ascendancy at 02:03 see stats
By Maestro the Superhuman Enchanter level 29
76th Dusk 122nd year of Ascendancy at 10:29 see stats
By Maestro the Superhuman Enchanter level 34
4th Allure 123rd year of Ascendancy at 13:19 see stats
By Maestro the Superhuman Enchanter level 24
43rd Dusk 122nd year of Ascendancy at 08:49 see stats
By Maestro the Superhuman Enchanter level 35
4th Allure 123rd year of Ascendancy at 19:03 see stats
By Maestro the Superhuman Enchanter level 40
13rd Regrowth 123rd year of Ascendancy at 00:09 see stats
By Maestro the Superhuman Enchanter level 21
40th Dusk 122nd year of Ascendancy at 09:42 see stats
By Maestro the Superhuman Enchanter level 44
35th Regrowth 123rd year of Ascendancy at 08:00 see stats
By Maestro the Superhuman Enchanter level 20
30th Dusk 122nd year of Ascendancy at 20:56 see stats
By Maestro the Superhuman Enchanter level 48
38th Regrowth 123rd year of Ascendancy at 23:26 see stats
By Maestro the Superhuman Enchanter level 10
79th Pyre 122nd year of Ascendancy at 11:21 see stats
By Maestro the Superhuman Enchanter level 20
30th Dusk 122nd year of Ascendancy at 17:20 see stats
By Maestro the Superhuman Enchanter level 30
76th Dusk 122nd year of Ascendancy at 16:47 see stats
By Maestro the Superhuman Enchanter level 40
8th Regrowth 123rd year of Ascendancy at 04:56 see stats
By Maestro the Superhuman Enchanter level 17
29th Dusk 122nd year of Ascendancy at 07:44 see stats
By Maestro the Superhuman Enchanter level 34
63rd Haze 122nd year of Ascendancy at 18:07 see stats
By Maestro the Superhuman Enchanter level 27
44th Dusk 122nd year of Ascendancy at 19:07 see stats
By Maestro the Superhuman Enchanter level 41
21st Regrowth 123rd year of Ascendancy at 10:29 see stats
By Maestro the Superhuman Enchanter level 9
79th Pyre 122nd year of Ascendancy at 03:53 see stats
By Maestro the Superhuman Enchanter level 3
74th Pyre 122nd year of Ascendancy at 19:05 see stats
By Maestro the Superhuman Enchanter level 42
22nd Regrowth 123rd year of Ascendancy at 03:15 see stats
By Maestro the Superhuman Enchanter level 8
77th Pyre 122nd year of Ascendancy at 20:50 see stats
By Maestro the Superhuman Enchanter level 12
7th Dusk 122nd year of Ascendancy at 17:15 see stats
By Maestro the Superhuman Enchanter level 15
26th Dusk 122nd year of Ascendancy at 04:35 see stats
By Maestro the Superhuman Enchanter level 21
40th Dusk 122nd year of Ascendancy at 08:51 see stats
By Maestro the Superhuman Enchanter level 13
8th Dusk 122nd year of Ascendancy at 01:54 see stats
By Maestro the Superhuman Enchanter level 39
7th Regrowth 123rd year of Ascendancy at 19:40 see stats
Log
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Today is the 39th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Talent Arcana Unleashed is ready to use.
Saving done.
Zemekkys points to the location of Briagh's lair on your map.
There is an exit to the worldmap here (press '' or right click to use).
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 40th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:01.
Today is the 41st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 42nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:26.
Today is the 43rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 44th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
There is a Entrance to Vor Pride bastion here (press '' or right click to use).