










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Items Vault 1.6.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Thalore |
Class | Archer |
Level / Exp | 40 / 45% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 5 on the 78th Pyre 122nd year of Ascendancy at 20:09 0 / 7Killed by shadow at level 5 on the 78th Pyre 122nd year of Ascendancy at 20:38 Killed by poisoned deep water at level 10 on the 18th Dusk 122nd year of Ascendancy at 17:53 Killed by Cashayhel the human at level 12 on the 41st Dusk 122nd year of Ascendancy at 19:07 Killed by Drolem at level 33 on the 5th Flare 124th year of Ascendancy at 23:31 Killed by Doomed Shade of Ageia at level 37 on the 50th Regrowth 125th year of Ascendancy at 14:33 Killed by Vor, Grand Geomancer of the Pride at level 40 on the 15th Pyre 125th year of Ascendancy at 09:21 |
Primary Stats
Strength | 78 (base 39) |
Dexterity | 111 (base 60) |
Constitution | 46 (base 21) |
Magic | 20 (base 18) |
Willpower | 23 (base 10) |
Cunning | 72 (base 24) |
Resources
Life | 1058/1058 |
Stamina | 250/250 |
Healing Factor | 1.2500000000001 |
Regeneration | 3.8125000000003 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 42.332026376616 |
See Invisible | 57.332026376616 |
Offense: Mainhand
Damage | 110 |
Accuracy | 72 |
Crit Chance | 25% |
APR | 29 |
Speed | 0.80 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
All | 0% |
Offense: Damage Penetration
Arcane | +15% |
Defense: Base
Armour (hardiness) | 45 (58.536585365854%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 3.669446550417 |
Physical Save | 40 |
Spell Save | 25 |
Mental Save | 44 |
Defense: Resistances
Acid | + 21%( 70%) |
Arcane | -16%( 40%) |
Cold | + 42%( 80%) |
All | + 7%( 70%) |
Lightning | + 45%( 80%) |
Light | -22%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 26%( 80%) |
Fire | + 26%( 80%) |
Nature | + 26%( 80%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 43% |
Poison Resistance | 0% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the temporal explorer from death by great wolf. Escort: temporal explorer (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 484. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 ritch stinger. * You've found the needed red crystal shard. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed green worm. * You've found the needed pouch of luminous horror dust. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() 3.0 T4 arrow ammo [Ego++] Arcane Power 50.0 - 70.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +22 Crit +2.5% Capacity 59 Rld cld 3 Ranged+ +15 temporal +12 physical On Hit: * 10% chance to stun, blind, pin, or confuse the target Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: Stats +3 Str +3 Dex +6 Con dps ---------- Res.pen +15% arcane ----- def ----- Fatigue -10% Resists +5% arcane ---------- misc Light +11 See.Invis +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Ego+] Nature While equipped: Stats +3 Str +2 Dex +3 Cun +3 Con ----- def ----- Armour +5 Fatigue +5% Resists -32% light +18% cold HP.reg +2.80 ---------- misc Breathe water A cap made of leather. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +9 Cun +7 Dex dps ---------- Melee+ 8 bleed Ranged+ 17 bleed Acc +7 (+1 eff.) On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature While equipped: Stats +2 Str +6 Dex +2 Wil +5 Cun +5 Con dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +17 (+5 eff.) Spell.save +16 (+8 eff.) Mind.save +24 (+8 eff.) A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +11 Dex dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +12 (+4 eff.) ----- def ----- Mind.save +12 (+4 eff.) Heal/summ +40 ---------- misc Max.psi +50.00 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T5 hands armor [Ego++] Master While equipped: Stats +8 Cun +3 Dex dps ---------- Acc +7 (+1 eff.) Apr +7 ----- def ----- Armour +8 Mind.save +10 (+3 eff.) Max.HP +57.00 Steady Shot: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +9 Dex +4 Mag +5 Wil +11 Cun ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +8% Max.HP +50.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 11/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +21% lightning Stun/Frz- +43% ---------- misc Masteries +0.20 Cunning/Survival +0.20 Technique/Munitions Amulets can have magical properties. |
Inventory
![]() 0.4 potion [Unique] Nature 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..." |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 308 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 269 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 22 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 52.43 nature damage per turn for 7 turns, and reducing the target's healing received by 47%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 661% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -268 life. The duration and life will increase by 1% for every 1% life you have lost (currently 268 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -367 life. The duration and life will increase by 1% for every 1% life you have lost (currently 367 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -484 life. The duration and life will increase by 1% for every 1% life you have lost (currently 484 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 242.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Fatigue -6% HP.reg +1.50 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.50 Blind- +13% ---------- misc Stam/turn +0.30 Infravis +3 Sight +2 See.Invis +6 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +9% blight +15% lightning Poison- +10% Disarm- +15% ---------- misc Masteries +0.20 Technique/Marksmanship Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +10% temporal Pinning- +23% Knockbk- +28% Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Acc +7 (+1 eff.) Apr +8 ----- def ----- Defense +7 (+1 eff.) Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 144% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% lightning Melee Ret 8 arcane 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +21% lightning Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +6% arcane +6% fire Res.pen +10% arcane Melee Ret 20 arcane ----- def ----- Resists +5% arcane Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 30 light Ranged+ 23 light On Hit (Melee): * 15% chance to blind On Hit (Ranged): * 10% chance to blind Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +7% nature +11% blight Max.HP +55.00 HP.reg +0.80 Heal.mod +11% Poison- +12% Disease- +15% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +16% light Acc +12 (+3 eff.) ----- def ----- Resists +32% light Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +6% all ----- def ----- Max.HP +60.00 HP.reg +1.10 Heal.mod +14% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +17% acid +20% fire +18% lightning +18% cold Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +17% Acc +5 (+1 eff.) ----- def ----- Defense +13 (+3 eff.) Fatigue -6% ---------- misc Max.enc +27 Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
![]() 4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 0 ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 10 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 40.35 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3 with a minimum duration of 6. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T3 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 On Hit: * 15% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +2 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +14.0% Res.pen +11% lightning Acc +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego++] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +5 Mag dps ---------- Dmg.mod +11% temporal +15% physical Res.pen +11% temporal +14% physical ---------- misc Reload +5 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T3 arrow ammo [Ego++] Master/Psionic Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +13.0% Capacity 21 Ranged+ +8 darkness Against +12% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego++] Disrupt/Psionic Power 43.5 - 60.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 18 Ranged+ +24 darkness Against +14% Living On Hit: * 15% chance to slow global speed by 0% * leeches stamina from the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego] Arcane/Psionic Power 45.5 - 63.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 21 Ranged+ +8 blight +33 physical On Hit: * 15% chance to reduce strength, dexterity, and constitution by 0 * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
![]() 9.0 T4 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +3% temporal Res.pen +10% nature On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +12% temporal +22% fire Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Disrupt While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +14% nature +14% blight D.Red.from +6% Unnatural Max.HP +41.00 HP.reg +7.00 Heal.mod +10% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+10 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T5 light armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +7% mind Mind.save +17 (+5 eff.) Max.HP +30.00 HP.reg +11.50 Heal.mod +19% A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +2 Str +3 Wil +2 Cun +2 Con ----- def ----- Resists +15% lightning +14% temporal +6% light +6% blight Spell.save +30 (+15 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +10 Defense +7 (+1 eff.) Phys.save +12 (+4 eff.) HP.reg +1.50 Heal.mod +13% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +20 (+4 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Fatigue -4% Max.HP +40.00 ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex +3 Mag +3 Wil ----- def ----- Defense +2 (+0 eff.) Fatigue -10% Crit.dmg- 10.00% ---------- misc Light +3 Infravis +3 Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +7 Defense +8 (+2 eff.) Resists +10% fire +12% light +13% cold Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- S.pwr/crit +4 Dmg.mod +12% arcane +12% blight Melee Ret 12 arcane ----- def ----- Armour +3 Fatigue -4% Phys.save +11 (+3 eff.) ---------- misc Max.enc +29 Max.mana +80.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +3% Silence- +33% Confus- +31% Stun/Frz- +26% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +16 (+4 eff.) Fatigue -2% Phys.save +8 (+2 eff.) ---------- misc Max.enc +31 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 58 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +12% blight Res.pen +10% blight ----- def ----- Armour +5 Defense +7 (+1 eff.) Rng.Def +10 (+2 eff.) Fatigue +4% Resists +9% light HP.reg +5.50 Heal.mod +24% ---------- misc Light +3 Disengage: Puts all charms on 15 cooldown Level 1.2 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light Acc +6 (+1 eff.) ----- def ----- Armour +1 Resists +12% mind Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +22% ---------- misc Light +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Dex +5 Mag +5 Wil +3 Cun dps ---------- Melee+ 7 arcane ----- def ----- Armour +2 Resists +5% arcane Phys.save +8 (+2 eff.) ---------- misc Cooldown Double Strike -1 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Melee+ 13 temporal Ranged+ 13 temporal Dmg.mod +6% physical +8% temporal Apr +4 ----- def ----- Armour +8 Resists +10% temporal ---------- misc Stam/turn +0.80 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego++] Disrupt/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +7 (+1 eff.) Apr +7 On Melee Ret: * 15% chance to reduce effective powers by 20% * 20 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+6 eff.) Steady Shot: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +4 (+1 eff.) Apr +6 ----- def ----- Armour +4 Resists +6% blight Spell.save +9 (+5 eff.) Mind.save +5 (+1 eff.) Max.HP +42.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Melee+ 10 light Dmg.mod +8% light +6% arcane ----- def ----- Armour +12 Resists +5% light ---------- misc Stam/turn +0.80 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +3 Wil dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning Melee Ret 12 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +5% acid +14% fire +21% lightning +8% cold Mind.save +8 (+2 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str +5 Dex dps ---------- Melee Ret 7 physical ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 273.3 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Res.pen +15% darkness On Hit (Melee): * 30% chance to reduce damage dealt by 0% ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness +5% arcane ---------- misc Infravis +4 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% cold ---------- misc Breathe water A cap made of leather. |
![]() 1.0 T3 head armor Reqs Mag 25 [Unique] Arcane/Psionic While equipped: Stats +4 Mag +8 Wil +4 Cun dps ---------- Spell.crit +1% Mind.pwr +4 (+2 eff.) Dmg.mod +9% blight +14% arcane Melee Ret 10 vim draining blight ----- def ----- Resists +6% lightning Heal/summ +40 ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 6% and all saves by 9, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T3 head armor [Ego++] Master While equipped: Stats +3 Cun +7 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Resists +12% darkness ---------- misc Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Mag +6 Con dps ---------- Dmg.mod +6% blight ----- def ----- Armour +4 Fatigue +4% Resists +12% blight Crit.dmg- 15.00% Phys.save +10 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Light +3 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Wil 24 [Unique] Master While equipped: ----- def ----- Armour +2 Fatigue +12% Resists +15% acid +15% fire +15% cold +15% lightning Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2018/2018 A set of 2018 tiny explosive spheres. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +10% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +9% nature Spell.save +3 (+2 eff.) ---------- misc Light +5 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. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire Mind.save +6 (+2 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +7 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. |
![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+2 eff.) Max.HP +52.00 Heal.mod +13% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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 50% 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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 280.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +6.0% Acc +2 (+0 eff.) Apr +2 Melee Ret 4 physical ----- def ----- Phys.save +12 (+4 eff.) Die.at -40.00 life Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Achievements
By Ageia the Thalore Archer level 27
26th Regrowth 124th year of Ascendancy at 23:23 see stats
By Ageia the Thalore Archer level 31
64th Pyre 124th year of Ascendancy at 15:37 see stats
By Ageia the Thalore Archer level 33
6th Flare 124th year of Ascendancy at 10:55 see stats
By Ageia the Thalore Archer level 29
12nd Pyre 124th year of Ascendancy at 08:44 see stats
By Ageia the Thalore Archer level 26
78th Dusk 123rd year of Ascendancy at 21:23 see stats
By Ageia the Thalore Archer level 37
50th Regrowth 125th year of Ascendancy at 15:48 see stats
By Ageia the Thalore Archer level 22
50th Dusk 123rd year of Ascendancy at 10:15 see stats
By Ageia the Thalore Archer level 28
34th Regrowth 124th year of Ascendancy at 16:53 see stats
By Ageia the Thalore Archer level 38
72nd Regrowth 125th year of Ascendancy at 18:56 see stats
By Ageia the Thalore Archer level 16
52nd Haze 122nd year of Ascendancy at 14:05 see stats
By Ageia the Thalore Archer level 26
21st Haze 123rd year of Ascendancy at 22:37 see stats
By Ageia the Thalore Archer level 27
5th Regrowth 124th year of Ascendancy at 20:13 see stats
By Ageia the Thalore Archer level 26
13rd Haze 123rd year of Ascendancy at 00:57 see stats
By Ageia the Thalore Archer level 10
17th Dusk 122nd year of Ascendancy at 09:31 see stats
By Ageia the Thalore Archer level 20
19th Pyre 123rd year of Ascendancy at 16:32 see stats
By Ageia the Thalore Archer level 30
18th Pyre 124th year of Ascendancy at 21:47 see stats
By Ageia the Thalore Archer level 40
9th Pyre 125th year of Ascendancy at 10:22 see stats
By Ageia the Thalore Archer level 14
3rd Haze 122nd year of Ascendancy at 10:47 see stats
By Ageia the Thalore Archer level 27
7th Allure 124th year of Ascendancy at 01:54 see stats
By Ageia the Thalore Archer level 29
34th Regrowth 124th year of Ascendancy at 18:34 see stats
By Ageia the Thalore Archer level 25
70th Dusk 123rd year of Ascendancy at 00:08 see stats
By Ageia the Thalore Archer level 30
60th Pyre 124th year of Ascendancy at 20:18 see stats
By Ageia the Thalore Archer level 16
78th Haze 122nd year of Ascendancy at 22:29 see stats
By Ageia the Thalore Archer level 25
77th Dusk 123rd year of Ascendancy at 20:36 see stats
By Ageia the Thalore Archer level 15
37th Haze 122nd year of Ascendancy at 10:49 see stats
By Ageia the Thalore Archer level 27
24th Regrowth 124th year of Ascendancy at 23:00 see stats
Log
Lava floor burns Ageia!
Lava floor hits Ageia for 73 fire damage.
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Orc high pyromancer casts Fireflash.
Burning from Vor, Grand Geomancer of the Pride hits Ageia for 59 fire damage.
Vor, Grand Geomancer of the Pride casts Rune: Heat Beam.
Vor, Grand Geomancer of the Pride casts Blastwave.
Vor, Grand Geomancer of the Pride roars triumphantly.
Ageia resists the punch!
Vor, Grand Geomancer of the Pride hits Ageia for 110 fire damage.
Ageia the level 40 thalore archer was combusted to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.
--------------------------------
You have no more lives left.
Ageia rearms.
Ageia feels pain again.
Ageia deactivates Intuitive Shots.
Ageia's Intuitive Shots has been deactivated!
Ageia has finished recovering.
Ageia deactivates Aim.
Ageia's Aim has been deactivated!
Ageia is not stunned anymore.
Ageia stops burning.
Ageia deactivates Trained Reactions.
Ageia's Trained Reactions has been deactivated!
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Vor, Grand Geomancer of the Pride killed Ageia!
Saving done.