












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Merchant 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. QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Ashes of Urh'Rok 1.7.3Official Expansion!Kruk Pride Tool Shop 1.5.0Adds a store to Kruk Pride in the Embers of Rage DLC selling pickaxes and lanterns, similar to the Survival Supplies shop in Derth.. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
TK Weapon Sprite 1.6.0Makes your TK weapon appear behind you. Embers of Rage 1.7.3Official Expansion!ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip Custom Edit 1.7.2Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! 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. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Quick Tour of Maj'Eyal 1.7.2Gives you the Quick Tour version of the Age of Ascendency campaign. Similar to Quickband for Angband. Shortens the Majeyal campaign by turning a lot of 3 level dungeons into 1 level dungeons, and 4 level dungeons into 2 level dungeons. Also gives around 2.5x XP & gold to compensate. Dreadfell goes from 9->5 levels, High Peak from 10->4. Adds 2 swap meet vendors to let you roll for extra level-appropriate items. One in Last Hope (Dala), and one in Gates of the Morning (the NPC that gives the Spider quest, after finishing that quest). Adds tab to the Game Options Menu to customize many options: including xp & gold multiplier, swap meet vendor prices & quality, and which levels to cut out of which zones (in nauseating detail). Character progression is intended to match that of regular play. In normal difficulty, you should reach T2 dungeons around lvl 10, the Master around lvl 30, and High Peak around lvl 50. The mod is still in alpha. Let me know of any bugs or balance issues. ---- New version (0.1.0) adds: Randomized mode: in this mode, the addon randomly adds back some of the missing levels so that every run is different. Select "Maj'Eyal: AoA (Random)" campaign at character creation for this mode. This mode will automatically calculate gold & xp multipliers to try to keep your progression balanced (which you can further tweak in the Game Options). Proportionally increased drops from elites & randbosses. Intended to further match progression of normal play. T1 dungeons can be now ransacked by other adventurers. Every time you enter a T1 dungeon, there's a 50% chance, another T1 dungeon is ransacked by other adventurers. You're not the only one looking to make their way in the world. (This feature is intended to force you to move onto T2 without doing all the T1 dungeons so that your starts aren't always going through the same zones. Note if you don't like this feature, you can turn it off in the Game Options.) Superloads: Overloads: Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Possessor Bonus Class 1.7.3Donators/Buyers bonus! Almost-Roguelike Permadeath Option 1.7.0Based on "Semi-Roguelike Mode" by Zizzo, but more restrictive. Adds a new permadeath option that may give you an extra life at certain parts of the campaign; however, you can only store up to 1 of these extra lives. Specifically, you will gain an extra life (if you don't have one already) upon clearing all T2 zones, going East the first time, and making it to High Peak. What's the point? I want the feel of the "Roguelike Experience(tm)" most of the time, but after sinking a certain amount of hours into the character, it becomes particularly painful to lose it (especially since you've already been able to get through arguably the game's most difficult sections), and by the nature of the game's difficulty curve this can severely limit your ability to practice clearing the endgame zones. The extra lives are capped at 1 so the feeling of limited resources is still there (similar to if you had found the Blood of Life, though this works independently of that mechanic). Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Herald of the Herald 1.5.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. Bugfix Pack 1.7.3An 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 Forbidden Cults 1.7.3Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 34 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Mayalrabreta the bone giant at level 27 on the 13rd Haze 122nd year of Ascendancy at 12:21 0 / 9Killed by Celia at level 27 on the 13rd Haze 122nd year of Ascendancy at 21:24 Killed by Celia at level 27 on the 13rd Haze 122nd year of Ascendancy at 23:26 Killed by Celia at level 27 on the 14th Haze 122nd year of Ascendancy at 01:37 Killed by fire drake at level 28 on the 16th Haze 122nd year of Ascendancy at 01:53 Killed by Isluma the corrupted protosentient globula at level 33 on the 76th Haze 122nd year of Ascendancy at 11:21 Killed by Alli at level 34 on the 76th Haze 122nd year of Ascendancy at 14:32 Killed by Nerurin the corrupted mastocytic feeder at level 34 on the 76th Haze 122nd year of Ascendancy at 19:01 Killed by Alli at level 34 on the 76th Haze 122nd year of Ascendancy at 19:55 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 63 (base 57) |
| Magic | 81 (base 60) |
| Willpower | 30 (base 13) |
| Cunning | 36 (base 24) |
Resources
| Life | 618/618 |
| Mana | 604/604 |
| Soul | 12/12 |
| Healing Factor | 1.344619213451 |
| Regeneration | 7.0592508706177 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -61.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 28.894014938291 |
| See Invisible | 50.894014938291 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 21 |
| Crit Chance | 30% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +26% |
| Acid | +6% |
| Arcane | +6% |
| Cold | +35% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Darkness | +6% |
| Mind | +15% |
| Cold | +8% |
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 49 |
| Mental Save | 41 |
Defense: Resistances
| Arcane | + 14%( 70%) |
| Mind | + 18%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 14%( 70%) |
| Darkness | + 60%( 70%) |
| Cold | + 42%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Bleed Resistance | 100% |
| Knockback Resistance | 10% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 505 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 101 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 Magic stat. |
| 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 (625 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Lich | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Burb the snow giant champion. Escort: repented thief (level 3 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 447. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed minotaur nose. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed hummerhorn wing. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed wretchling eyeball. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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! | active |
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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emethra (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Changes stats: +5 Lck / +4 Dex Changes resistances: +3% fire / +6% mind / +6% nature Stealth bonus: +6 Knockback immunity: +10% Only die when reaching: -20.00 life A pair of boots made of leather. |
| Light source | ethereal alchemist's lamp of the moonsPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Spellpower: +8 (+2 eff.) Light radius: +6 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 233.43 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gloryrinn (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% lightning / +3% cold / +25% darkness Changes damage: +13% darkness Physical save: +12 (+5 eff.) Blindness immunity: +10% Cut immunity: +20% Stun/Freeze immunity: +10% Maximum life: +80.00 A pointy cloth hat, very wizardly... |
| Tool | Searmire the ash totem of healing [power 182] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 41% Damage when hit (Melee): 4 darkness Changes resistances: +12% fire Changes resistances penetration: +5% acid / +15% fire Changes damage: +6% acid It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 40. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Aerotta the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+6 eff.) Changes stats: +2 Con Spell save: +3 (+1 eff.) Stun/Freeze immunity: +24% Life regen: +3.00 Only die when reaching: -60.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
| On fingers | steel ring 'Xanumira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Changes resistances: +12% lightning / +3% fire Critical mult.: +10.00% Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Pinning immunity: +10% Equilibrium when hit: +0.04 Rings make your fingers look great! |
| Around waist | rough leather belt 'Yvemina'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +1 Armour: +10 Changes stats: +2 Dex Critical mult.: +10.00% It can be used to create a temporary shield that absorbs 173 damage Activation puts all charms on cooldown for 26 turns. A belt that goes around your waist. |
| In main hand | elven-wood magestaff 'Manovon' (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 19 arcane / 47 fire Changes resistances: +6% mind / +3% fire Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +43.00% Physical save: +9 (+4 eff.) Life regen: +2.00 Only die when reaching: -20.00 life Maximum mana: +73.00 Spellpower: +28 (+7 eff.) Spell crit. chance: +4% See invisible: +22 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Anigorin (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Changes resistances penetration: +15% mind Critical mult.: +8.00% Mana each turn: +0.12 Vim when firing critical spell: +2.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +11% Mental crit. chance: +11% Damage Shield penetration: +30% 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. |
| Main armor | Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Growbliss (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances: +12% darkness / +6% nature Changes resistances penetration: +6% darkness Changes damage: +6% darkness / +6% arcane Stealth bonus: +8 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +100.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +1% Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Belurena the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +4 Con Amulets make your neck look great! |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
ethereal rune of the duelist (power 14; resist 20%; move 32%; dur 5; 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 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 32% faster, and you are invisible (power 14). Its effects scale with your Dexterity 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. |
ethereal rune of the psychic (power 20; resist 15%; move 43%; dur 5; 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 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 43% faster, and you are invisible (power 20). Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1083% over 10 turns; mana 54; cd 17)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: 17 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 1083% for 10 turns (825 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. Press to compare to your current inscriptions |
manasurge rune of the duelist (regen 941% over 10 turns; mana 47; cd 14)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: 14 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 941% for 10 turns (717 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity 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. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 58; cd 12)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: 12 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 58 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. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 158; dur 5; cd 18)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: 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 158 damage for 5 turns. 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. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+6 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Silumira the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% acid Critical mult.: +20.00% Spell save: +12 (+4 eff.) Blindness immunity: +16% Spellpower: +10 (+2 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +8 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
gold amulet 'Isliremirin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Con Changes damage: +6% acid Cut immunity: +50% See invisible: +6 Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 145 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring 'Adatira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Cun / +3 Str Equilibrium when hit: +0.08 Mental crit. chance: +8% Rings make your fingers look great! |
copper ring 'Sleetmoon'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +1 Wil / +5 Mag Changes resistances: +6% nature / +6% blight Changes resistances penetration: +10% acid Changes damage: +6% arcane / +3% cold Poison immunity: +12% Disease immunity: +11% Rings make your fingers look great! |
copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +6.00 Maximum life: +43.00 Healing mod.: +11% Rings make your fingers look great! |
Alynarilatharand the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+8 eff.) Physical crit. chance: +6.0% Changes resistances penetration: +10% blight Silence immunity: +27% Mana each turn: +0.14 Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Rings make your fingers look great! |
Dagenarirab the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 mind Changes stats: +4 Str Critical mult.: +10.00% Mental crit. chance: +6% Rings make your fingers look great! |
steel ring 'Ragalin'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Changes stats: +1 Str / +5 Wil / +4 Cun Changes resistances: +10% arcane / +24% light Changes damage: +10% arcane / +12% light Physical save: +6 (+3 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
gold ring 'Hellsmaster'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Physical power: +5 (+3 eff.) Defense: +20 (+8 eff.) Changes stats: +1 Str / +6 Wil / +6 Cun Changes resistances penetration: +20% fire Poison immunity: +20% Pinning immunity: +20% Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
gold ring 'Lustrewild'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +15 (+6 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +3% blight / +9% cold / +3% light Mindpower: +7 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Cuthibers (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 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: Changes stats: +2 Mag / +5 Wil Changes damage: +3% mind / +15% blight Talent granted: +1 Command Staff Critical mult.: +10.00% Mental save: +3 (+1 eff.) Mana each turn: +0.17 Maximum mana: +67.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Jetrazor the ash starstaff (15-18 power, 3 apr, light element)Requires: - Magic 16 Crafted by a master 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: Changes stats: +3 Str / +5 Con Changes resistances: +3% cold Changes damage: +15% light / +9% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
elven-wood vilestaff 'Betalaith' (25-30 power, 5 apr, acid element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Con Changes resistances: +6% mind Changes resistances penetration: +10% temporal Changes damage: +25% acid / +9% mind Talent granted: +1 Command Staff Critical mult.: +15.00% Life regen: +1.30 Spellpower: +19 (+5 eff.) Spell crit. chance: +13% Light radius: +3 Healing mod.: +18% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 95.35 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Elurialdawen the stralite battleaxe (48-72 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 temporal When wielded/worn: Physical crit. chance: +19.0% Changes stats: +7 Mag Critical mult.: +15.00% Mana each turn: +0.24 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +8% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Wildedge the stralite waraxe (32-44 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to reduce strength, dexterity, and constitution by 31 Damage (Melee): +17 blight When wielded/worn: Armour penetration: +5 Physical power: +20 (+10 eff.) Defense: +20 (+8 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +4 Dex Changes damage: +6% nature Only die when reaching: -80.00 life One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Gleamwrack (23-25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 23.0 - 25.3 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: +40 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +12 light Damage (radius 1) on hit: +20 light When wielded/worn: Armour penetration: +5 Changes stats: +5 Con Changes resistances penetration: +10% blight Talent granted: +1 Attune Mindstar Life regen: +1.80 Mana when firing critical spell: +2.00 Maximum life: +50.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows 'Glimmerwither' (20/20, 57-80 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 57.0 - 79.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +33 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 20% chance to slow global speed by 44% * 20% chance to reduce all saves and defense by 19 Damage (Ranged): +20 light Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +20 nature / +20 light Arrows are used with bows to pierce your foes to death. |
FrostvortexInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 41% Damage when hit (Melee): 2 acid / 8 cold Changes resistances: +3% acid Changes resistances penetration: +15% acid / +10% fire Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
Rotwing (31 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +31 (+12 eff.) Changes resistances: +12% cold Changes damage: +3% nature Reduces incoming crit damage: 15.00% Blindness immunity: +10% Pinning immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tidesear the cashmere cloak (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+5 eff.) Armour: +8 Defense: +2 (+1 eff.) Changes stats: +1 Str / +3 Con Changes resistances: +10% cold Changes resistances penetration: +5% cold Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Obsidianbreaker the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Armour: +4 Fatigue: +3% Changes stats: +7 Str Changes damage: +9% darkness / +9% physical Silence immunity: +26% Confusion immunity: +29% Stun/Freeze immunity: +37% Stamina each turn: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Armelin the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +10 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Str Changes resistances penetration: +10% mind Physical save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% Stamina each turn: +3.00 Only die when reaching: -80.00 life Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
This item will automatically be transmogrified when you leave the level.Duathelpain (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes resistances: +9% cold / +21% fire / +18% light / +39% darkness Changes damage: +9% fire A cap made of leather. |
This item will automatically be transmogrified when you leave the level.defender's drakeskin leather cap of the depths (6 def, 11 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +6 (+3 eff.) Fatigue: +5% Changes resistances: +15% cold / +5% all Allows you to breathe in: water Physical save: +11 (+4 eff.) A cap made of leather. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
ametrine0.00 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. |
3 citrine0.00 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. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused 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.(84 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 64 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Shiverwake the iron pickaxe (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +15 (+6 eff.) Changes stats: +1 Str Changes resistances: +3% nature Changes resistances penetration: +5% cold Mental save: +12 (+4 eff.) Disarm immunity: +10% Lowers spell cool-downs by: 10% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb Activating this item is instant. It can be used to speak with someone Activation costs 1 power out of 128/128. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) 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. |
Rod of Recall (2/2)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 172 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. |
steel torque of clear mind 'Glowkiss' [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Dex / +7 Wil Changes resistances: +6% light Changes damage: +3% light / +3% cold It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Mayutira the Sewermight [power 230] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% darkness / +12% nature Changes resistances penetration: +5% darkness Changes damage: +3% nature It can be used to blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Voroyatira the Shockwilter [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +15 (+8 eff.) Changes stats: +5 Con Changes resistances: +2% physical Changes resistances penetration: +10% lightning Changes damage: +3% arcane / +9% physical Critical mult.: +25.00% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Heal for 71. Torques are made by powerful psionics to store psionic powers. |
Bathad the ash totem of thorny skin [power 25] (17 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Changes damage: +9% mind Mental crit. chance: +3% It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Activation puts all charms on cooldown for 17 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alli the Higher Necromancer level 26
13rd Haze 122nd year of Ascendancy at 02:07 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Alli the Higher Necromancer level 12
18th Dusk 122nd year of Ascendancy at 12:51 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Alli the Lich Necromancer level 29
17th Haze 122nd year of Ascendancy at 03:54 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Alli the Lich Necromancer level 33
76th Haze 122nd year of Ascendancy at 10:22 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alli the Higher Necromancer level 26
13rd Haze 122nd year of Ascendancy at 01:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Alli the Higher Necromancer level 10
76th Pyre 122nd year of Ascendancy at 17:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Alli the Higher Necromancer level 20
58th Dusk 122nd year of Ascendancy at 13:14 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Alli the Lich Necromancer level 30
71st Haze 122nd year of Ascendancy at 17:01 see stats
Lichform (Insane (Adventure) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Alli the Lich Necromancer level 28
16th Haze 122nd year of Ascendancy at 01:53 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Alli the Lich Necromancer level 29
58th Haze 122nd year of Ascendancy at 06:25 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Alli the Lich Necromancer level 29
58th Haze 122nd year of Ascendancy at 02:16 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Alli the Higher Necromancer level 3
75th Pyre 122nd year of Ascendancy at 15:35 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Alli the Higher Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 03:40 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Alli the Higher Necromancer level 26
13rd Haze 122nd year of Ascendancy at 02:07 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Alli the Higher Necromancer level 19
57th Dusk 122nd year of Ascendancy at 19:37 see stats
They Came From Outer Space! (Insane (Adventure) difficulty)
Discovered the true origin of dwarves and drems.By Alli the Lich Necromancer level 33
73rd Haze 122nd year of Ascendancy at 07:33 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Alli the Higher Necromancer level 23
9th Haze 122nd year of Ascendancy at 03:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Alli the Higher Necromancer level 17
40th Dusk 122nd year of Ascendancy at 19:13 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Alli the Lich Necromancer level 34
76th Haze 122nd year of Ascendancy at 19:55 see stats
Log
Today is the 76th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 19:51.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!






















































































































