








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Juggle Hotkeys on Unwield 1.7.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Go to Landmark 1.7.0Adds 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. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Modify Prodigies 1.7.2Modify some prodigies, empower outdated prodigies, adjust overpowered ones and introduce new ones. Allow Respec Anywhere 1.2.3Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Use Item Shortcuts 1.7.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Bugfix Pack 1.7.2An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Hedge Clipper 1.3.0Increases the minimum spawn level of the Forest Troll Hedge-Wizard from 3 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Steamsaw Mastery added to Weapon Mastery 1.7.2Simply makes Steamsaw Mastery attach to Weapon Mastery talent. Doesn't say so in talent, but you'll see the power rise when you take it if you want to confirm. Lets non-Butchers enjoy Steamsaws. Items Vault 1.7.0Donators/Buyers bonus! Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 11 / 71% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nirilaith the sick brown bear at level 11 on the 1st Flare 122nd year of Ascendancy at 05:27 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 34 (base 33) |
Magic | 38 (base 36) |
Willpower | 41 (base 29) |
Cunning | 18 (base 11) |
Resources
Life | -53/429 |
Mana | 234/379 |
Stamina | 212/232 |
Positive | 46/80 |
Healing Factor | 1.28 |
Regeneration | 6.976 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 15 |
Accuracy | 8 |
Crit Chance | 20% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +31% |
Light | +10% |
Nature | +23% |
Physical | +4% |
Cold | +34% |
All | 0% |
Offense: Damage Penetration
Arcane | +15% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 31 |
Mental Save | 34 |
Defense: Resistances
Nature | + 47%( 70%) |
Lightning | + 25%( 70%) |
Light | + 38%( 70%) |
Temporal | + 27%( 70%) |
Cold | + 59%( 70%) |
Mind | + 14%( 70%) |
Fire | + 14%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Pinning Resistance | 21% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (52 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 179 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Storm | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 |
Equipment
On feet | ![]() dreamer's pair of rough leather boots (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +3(-) Cun / +2(-) Wil Physical save: +6 (+3 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) A pair of boots made of leather. |
On hands | ![]() Glacierminister (0 def, 6 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 (-) Damage (Melee): 5(-) physical Damage when hit (Melee): 8(-) cold Changes stats: +3(-) Dex / +2(-) Wil Changes resistances: +3%(-) fire Changes damage: +4%(-) physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.02 to 114.06 lightning damage (76.04 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+5 eff.) (-) Mindpower: +5 (+3 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() rogue's copper ring of frost (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) (-) Changes stats: +3(-) Cun Changes resistances: +20%(-) cold Changes damage: +10%(-) cold Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() warrior's copper ring of nature (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Defense: +0 (+0 eff.) (-6 (-6 eff.)) Changes stats: +2 Str / +0(-3) Cun Changes resistances: +22% nature / +0%(-20%) cold Changes damage: +11% nature / +0%(-10%) cold Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Torudor the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 (-) Changes stats: +1(-) Con Changes resistances: +12%(-) temporal Changes resistances penetration: +15%(-) arcane Pinning immunity: +21% (-) Knockback immunity: +20% (-) Only die when reaching: -20.00 life (-) Amulets make your neck look great! |
In main hand | ![]() Stormsever (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +6.0% (-) Damage (Melee): 16(-) arcane Changes resistances: +3%(-) mind Changes damage: +21%(-) lightning Talents granted: +1.00(-) Command Staff Critical mult.: +12.00% (-) Reduces incoming crit damage: 5.00% (-) Mental save: +3 (+1 eff.) (-) Silence immunity: +10% (-) Mana each turn: +0.14 (-) Maximum mana: +54.00 (-) Spellpower: +11 (+5 eff.) (-) Spell crit. chance: +9% (-) Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() Zubirenn the woollen robe (2 def, 2 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 (-) Defense: +2 (+2 eff.) (-) Changes resistances: +24%(-) cold / +18%(-) nature / +9%(-) all Changes damage: +12%(-) nature / +14%(-) cold Physical save: +15 (+8 eff.) (-) Blindness immunity: +20% (-) Life regen: +4.00 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(97 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Around waist | ![]() grounding rough leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) lightning / +6%(-) temporal Maximum life: +32.00 (-) A belt that goes around your waist. |
Inventory
![]() shatter afflictions rune of the sneak (absorb 39; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21(+3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3(-) turns and blocking 39(-11) damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your +Cunning 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 spell talent. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. cruel elm starstaff of power (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane Changes resistances: +0%(-3%) mind Changes damage: +10% darkness / +0%(-21%) lightning Talents granted: +1.00(-) Command Staff Critical mult.: +11.00% (-1.00%) Reduces incoming crit damage: 0.00% (-5.00%) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Silence immunity: +0% (-10%) Mana each turn: +0.00 (-0.14) Maximum mana: +0.00 (-54.00) Spellpower: +7 (+3 eff.) (-4 (-2 eff.)) Spell crit. chance: +7% (-2%) Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering ash magestaff of might (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane Changes resistances: +0%(-3%) mind Changes damage: +15%(-6%) lightning Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-12.00%) Reduces incoming crit damage: 0.00% (-5.00%) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Silence immunity: +0% (-10%) Mana each turn: +0.11 (-0.03) Maximum mana: +30.00 (-24.00) Spellpower: +6 (+3 eff.) (-5 (-2 eff.)) Spell crit. chance: +8% (-1%) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. Isliriath the Flashwyrd (28-42 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0(+13.0 - +24.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-1) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 10% chance to slow global speed by 46% Damage (Melee): +9 nature / +8 light When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane Changes resistances: +6% lightning / +3% fire / +0%(-3%) mind Changes damage: +0%(-21%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-12.00%) Reduces incoming crit damage: 0.00% (-5.00%) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Silence immunity: +0% (-10%) Mana each turn: +0.00 (-0.14) Maximum mana: +0.00 (-54.00) Spellpower: +0 (+0 eff.) (-11 (-5 eff.)) Spell crit. chance: +0% (-9%) Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. acidic iron greatsword of paradox (18-29 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8(+3.0 - +10.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-2) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) On weapon crit: + Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 Damage (Melee): +7 temporal When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane Changes resistances: +0%(-3%) mind / +7% temporal Changes damage: +0%(-21%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-12.00%) Reduces incoming crit damage: 0.00% (-5.00%) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Silence immunity: +0% (-10%) Mana each turn: +0.00 (-0.14) Maximum mana: +0.00 (-54.00) Spellpower: +0 (+0 eff.) (-11 (-5 eff.)) Spell crit. chance: +0% (-9%) Massive two-handed swords. |
![]() River's Fury (23-32 power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2(+8.0 - +14.2) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (+5) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+10 eff.) Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane Changes resistances: +0%(-3%) mind / +10% cold Changes damage: +0%(-21%) lightning / +10% cold Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-12.00%) Reduces incoming crit damage: 0.00% (-5.00%) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Silence immunity: +0% (-10%) Mana each turn: +0.00 (-0.14) Maximum mana: +0.00 (-54.00) Spellpower: +10 (+5 eff.) (-1 (+0 eff.)) Spell crit. chance: +0% (-9%) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.3 Power cost: 80 out of 80/80. 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 by 1 per turn to a maximum radius of 3, doing 14.08 cold damage and 10.93 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() This item will automatically be transmogrified when you leave the level. blooming mossy mindstar of clarity (2-2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2(-13.0 - -15.8) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane Changes resistances: +0%(-3%) mind Changes damage: +0%(-21%) lightning Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Critical mult.: +0.00% (-12.00%) Reduces incoming crit damage: 0.00% (-5.00%) Mental save: +3 (+1 eff.) (-) Silence immunity: +0% (-10%) Mana each turn: +0.00 (-0.14) Maximum mana: +0.00 (-54.00) Maximum psi: +10.00 Spellpower: +0 (+0 eff.) (-11 (-5 eff.)) Spell crit. chance: +0% (-9%) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() This item will automatically be transmogrified when you leave the level. blooming mossy mindstar of resolve (3-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-12.0 - -14.7) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane Changes stats: +3 Wil Changes resistances: +0%(-3%) mind Changes damage: +0%(-21%) lightning Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Critical mult.: +0.00% (-12.00%) Reduces incoming crit damage: 0.00% (-5.00%) Spell save: +3 (+2 eff.) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Silence immunity: +0% (-10%) Mana each turn: +0.00 (-0.14) Maximum mana: +0.00 (-54.00) Spellpower: +0 (+0 eff.) (-11 (-5 eff.)) Spell crit. chance: +0% (-9%) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +12 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() This item will automatically be transmogrified when you leave the level. mossy mindstar of sand (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-12.5 - -15.2) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane / 4 physical Changes resistances: +0%(-3%) mind / +4% physical Changes resistances penetration: +4% physical Changes damage: +0%(-21%) lightning / +5% physical Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Critical mult.: +0.00% (-12.00%) Reduces incoming crit damage: 0.00% (-5.00%) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Silence immunity: +0% (-10%) Mana each turn: +0.00 (-0.14) Maximum mana: +0.00 (-54.00) Spellpower: +0 (+0 eff.) (-11 (-5 eff.)) Spell crit. chance: +0% (-9%) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() This item will automatically be transmogrified when you leave the level. mossy mindstar of sand (3-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-12.0 - -14.7) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane / 4 physical Changes resistances: +0%(-3%) mind / +5% physical Changes resistances penetration: +5% physical Changes damage: +0%(-21%) lightning / +5% physical Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Critical mult.: +0.00% (-12.00%) Reduces incoming crit damage: 0.00% (-5.00%) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Silence immunity: +0% (-10%) Mana each turn: +0.00 (-0.14) Maximum mana: +0.00 (-54.00) Spellpower: +0 (+0 eff.) (-11 (-5 eff.)) Spell crit. chance: +0% (-9%) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Stormlash (17-19 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7(+2.0 - +0.7) Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (+4) Crit. chance: +5.0% (+2.0%) Attack speed: 125% (+25%) On weapon crit: + Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+7 eff.) Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane Changes resistances: +0%(-3%) mind Changes damage: +10%(-11%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-12.00%) Reduces incoming crit damage: 0.00% (-5.00%) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Silence immunity: +0% (-10%) Mana each turn: +0.00 (-0.14) Maximum mana: +0.00 (-54.00) Spellpower: +0 (+0 eff.) (-11 (-5 eff.)) Spell crit. chance: +0% (-9%) It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 19.07 to 57.20 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() This item will automatically be transmogrified when you leave the level. overgrown steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (+3) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +7 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage (Melee): 0(-16) arcane Changes resistances: +0%(-3%) mind Changes damage: +0%(-21%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-12.00%) Reduces incoming crit damage: 0.00% (-5.00%) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Silence immunity: +0% (-10%) Life regen: +0.90 Mana each turn: +0.00 (-0.14) Maximum mana: +0.00 (-54.00) Spellpower: +0 (+0 eff.) (-11 (-5 eff.)) Spell crit. chance: +0% (-9%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Hatheruildil the Deepsbane (17/17, 14-17 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 On weapon hit: * 10% chance to reduce damage dealt by 17% * 20 arcane resource burn * 20% chance to reduce armor by 29% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 15 physical damage Travel speed: +200% Damage (Ranged): +4 acid / +4 darkness Damage (radius 2) on crit: +4 darkness Shots are used with slings to pummel your foes to death. |
![]() storming pouch of iron shots of erosion (25/25, 16-19 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 25 Damage (Ranged): +8 lightning / +7 nature Damage (radius 2) on crit: +6 lightning Shots are used with slings to pummel your foes to death. |
![]() iron shield of resistance (0 def, 2 armour, 18.5 block) Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +5% acid / +6% fire / +5% lightning / +6% cold Talent granted: +1 Block Handheld deflection devices. |
![]() This item will automatically be transmogrified when you leave the level. linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Changes resistances: +0%(-24%) cold / +0%(-18%) nature / +7%(-2%) all Changes damage: +0%(-12%) nature / +0%(-14%) cold Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Blindness immunity: +0% (-20%) Life regen: +0.00 (-4.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Changes resistances: +0%(-24%) cold / +0%(-18%) nature / +7%(-2%) all Changes damage: +0%(-12%) nature / +0%(-14%) cold Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Mental save: +15 (+7 eff.) Blindness immunity: +0% (-20%) Life regen: +0.00 (-4.00) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. mindwoven linen robe of the mountain (+12%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Changes resistances: +0%(-24%) cold / +12% physical / +0%(-18%) nature / +7%(-2%) all Changes damage: +12% physical / +0%(-12%) nature / +0%(-14%) cold Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Mental save: +15 (+7 eff.) Blindness immunity: +0% (-20%) Life regen: +0.00 (-4.00) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. woollen robe of nature (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Changes resistances: +0%(-24%) cold / +18%(-) nature / +9%(-) all Changes damage: +12%(-) nature / +0%(-14%) cold Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Blindness immunity: +0% (-20%) Life regen: +0.00 (-4.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. cured leather armour of clarity (6 def, 4 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (+2) Defense: +6 (+6 eff.) (+4 (+4 eff.)) Fatigue: +7% Changes resistances: +0%(-18%) nature / +0%(-24%) cold / +5% mind / +0%(-9%) all Changes damage: +0%(-12%) nature / +0%(-14%) cold Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Mental save: +14 (+7 eff.) Blindness immunity: +0% (-20%) Life regen: +0.00 (-4.00) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. Betelralaith Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +0%(-6%) lightning / +3%(-3%) temporal Disarm immunity: +10% Only die when reaching: -20.00 life Maximum life: +31.00 (-1.00) Healing mod.: +5% A belt that goes around your waist. |
![]() pair of iron boots 'Mayenne' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 (+2) Fatigue: +2% Changes stats: +1(-1) Wil / +3(-) Cun / +3 Con Changes resistances penetration: +25% physical Physical save: +11 (+5 eff.) (+5 (+2 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +12 (+6 eff.) (+6 (+3 eff.)) Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() shielding linen wizard hat of light (+16%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag Changes resistances: +0%(-10%) lightning / +0%(-10%) cold / +16% light Changes damage: +0%(-10%) lightning / +0%(-10%) cold / +11% light Spell save: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() Runuhell the Voidvile (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +0%(-10%) lightning / +5% fire / +6%(-4%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold / +3% darkness Silence immunity: +10% Life regen: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. Aeruduntir the Shadeknight (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str Changes resistances: +12% acid / +5%(-5%) cold / +0%(-10%) lightning Changes damage: +0%(-10%) lightning / +0%(-10%) cold / +9% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 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. |
![]() 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 Activation costs 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. |
Achievements
By Madmagus the Shalore Archmage level 10
2nd Summertide 122nd year of Ascendancy at 22:32 see stats
By Madmagus the Shalore Archmage level 9
8th Mirth 122nd year of Ascendancy at 11:09 see stats
Log
Madmagus receives 46 healing from Temporal Restoration Field.
Yveribeth the sick treant's mind surges with critical power!
Melee retaliation hits Ce'Nirilaith the sick brown bear for 19 light, 7 cold (26 total damage).
Ce'Nirilaith the sick brown bear's Beyond the Flesh hits Madmagus for (46 absorbed), 0 physical, (14 absorbed), 0 physical (0 total damage).
Ce'Nirilaith the sick brown bear uses Stunning Blow.
Madmagus resists the stunning blow!
Madmagus's is vulnerable to attacks and effects!
Your shield crumbles under the damage!
The shield around Madmagus crumbles.
Madmagus is stunned!
Yveribeth the sick treant's Mind Storm hits Madmagus for (20 absorbed), 0 mind (0 total damage).
Melee retaliation hits Ce'Nirilaith the sick brown bear for 19 light, 7 cold, 19 light, 7 cold (52 total damage).
Phantasmal Shield hits Ce'Nirilaith the sick brown bear for 131 light damage.
Ce'Nirilaith the sick brown bear hits Madmagus for (34 absorbed), 0 physical, (5 absorbed), 0 mind, (14 absorbed), 0 physical, (37 absorbed), 0 physical, (5 absorbed), 0 mind, (5 absorbed), 9 physical (9 total damage).
Yveribeth the sick treant uses Mind Sear.
Yveribeth the sick treant hits Ce'Nirilaith the sick brown bear for 52 mind damage.
Yveribeth the sick treant hits Madmagus for 43 mind damage.
Madmagus is confused and fails to use Phase Door.
Madmagus hits Ce'Nirilaith the sick brown bear for 6 lightning damage.
Madmagus seems more focused.
Madmagus receives 46 healing from Temporal Restoration Field.
Melee retaliation hits Ce'Nirilaith the sick brown bear for 8 light, 3 cold (11 total damage).
Ce'Nirilaith the sick brown bear's Beyond the Flesh hits Madmagus for 32 physical, 13 physical (44 total damage).
Yveribeth the sick treant's Mind Storm hits Madmagus for 27 mind damage.
Yveribeth the sick treant deactivates Mind Storm.
Ce'Nirilaith the sick brown bear uses Telekinetic Smash.
Melee retaliation hits Ce'Nirilaith the sick brown bear for 8 light, 3 cold, 8 light, 3 cold (22 total damage).
Ce'Nirilaith the sick brown bear hits Madmagus for 47 physical, 4 mind, (13 ignored), 0 physical, 56 physical (107 total damage).
Madmagus the level 11 shalore archmage was smashed to death by Ce'Nirilaith the sick brown bear on level 3 of Heart of the Gloom.