Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | 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.
cauterize counter 1.2.5Shows a count of spells cast and damage taken in the Cauterize prodigy display Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. ZOmnibus Addon Pack 1.7.0Combines 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: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. 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. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.0Plenum 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: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 46 / 72% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 22 (base 10) |
Constitution | 40 (base 24) |
Magic | 133 (base 60) |
Willpower | 121 (base 60) |
Cunning | 114 (base 46) |
Resources
Life | 728/728 |
Mana | 470/470 |
Healing Factor | 1.5222297605398 |
Regeneration | 11.036165763913 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +48.759658879748% |
Spell | 0% |
Global | +134.51659701343% |
Vision
Sight | 10 |
Lite | 22 |
Infravision | 6.5496478698598 |
See Stealth | 123.03624154202 |
See Invisible | 178.9749368913 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 50 |
Accuracy | 23 |
Crit Chance | 69% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 93 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
Acid | +28% |
Blight | +35% |
Arcane | +40% |
Cold | +47% |
All | 0% |
Darkness | +14% |
Light | +54% |
Temporal | +8% |
Physical | +36% |
Lightning | +49% |
Fire | +144% |
Nature | +27% |
Offense: Damage Penetration
Physical | +27% |
Lightning | +40% |
Nature | +43% |
Cold | +25% |
Blight | +20% |
Arcane | +37% |
Fire | +88% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (30%) |
Defense | 50 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 50 |
Mental Save | 67 |
Defense: Resistances
Acid | + 47%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Physical | + 35%( 70%) |
Darkness | + 68%( 70%) |
Light | + 61%( 70%) |
Temporal | + 48%( 70%) |
Mind | + 25%( 70%) |
Lightning | + 37%( 70%) |
Fire | + 70%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 97% |
Confusion Resistance | 86% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 63% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 1181 damage for 6 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 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 4 turns and blocking 351 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. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1527% for 10 turns (76 total) and instantly restoring 76 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1952% for 10 turns (98 total) and instantly restoring 98 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.67 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Feather Wind |
talent | Wildfire |
talent | Disruption Shield |
talent | Burning Wake |
talent | Essence of Speed |
talent | Arcane Power |
talent | Spellcraft |
talent | Premonition |
talent | Shielding |
talent | Phantasmal Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Alexfrog. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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: 1341. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | pair of voratun boots 'Aditira' (0 def, 10 armour) pair of voratun boots 'Aditira' (0 def, 10 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+4 eff.) Armour: +10 Fatigue: +4% Changes stats: +5 Wil / +7 Mag Changes resistances: +12% acid / +15% cold / +12% fire / +3% mind / +11% lightning Changes resistances penetration: +12% physical Changes damage: +8% acid / +8% blight Disease immunity: +42% Equilibrium when hit: +0.12 Spellpower: +3 (+1 eff.) Mindpower: +10 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | dwarven lantern 'Moldvein' dwarven lantern 'Moldvein'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% acid / +6% light / +6% fire / +6% nature / +6% cold Blindness immunity: +63% Confusion immunity: +56% Light radius: +18 See stealth: +23 See invisible: +34 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Strikedare (3 def, 0 armour) Strikedare (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes stats: +7 Wil Changes resistances: +46% fire Changes resistances penetration: +15% lightning Changes damage: +9% lightning / +31% fire / +6% darkness Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | Glomida the Greenkiller [power 1] (25 cooldown) Glomida the Greenkiller [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Mag Changes resistances: +3% nature Critical mult.: +5.00% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +40.00 Spellpower: +20 (+4 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | Uragorand the Viperstalker Uragorand the ViperstalkerPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Defense: +25 (+8 eff.) Changes stats: +3 Str / +1 Dex / +16 Mag / +7 Wil / +26 Cun Changes resistances penetration: +15% physical Changes damage: +12% nature / +3% physical Critical mult.: +10.00% Mental save: +14 (+3 eff.) Maximum stamina: +10.00 Spellpower: +30 (+6 eff.) Rings make your fingers look great! |
Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 811, based on Magic) for 11 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | dragonbone magestaff 'Spiderwell' (30-36 power, 6 apr, fire element) dragonbone magestaff 'Spiderwell' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +19 Mag / +20 Wil / +20 Cun / +7 Con Changes resistances: +3% nature Changes resistances penetration: +33% nature Changes damage: +3% lightning / +6% cold / +6% nature / +30% fire Talent granted: +1 Command Staff Critical mult.: +39.00% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +25 (+5 eff.) Spell crit. chance: +35% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
On hands | Wretchpeal the voratun gauntlets (0 def, 3 armour) Wretchpeal the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +11 (+5 eff.) Physical crit. chance: +19.0% Armour: +3 Fatigue: +5% Damage (Melee): 11 lightning Damage when hit (Melee): 6 nature Changes stats: +4 Cun Changes resistances: +8% lightning / +21% darkness / +6% nature Changes resistances penetration: +10% nature Changes damage: +6% lightning Critical mult.: +9.00% Spell save: +3 (+1 eff.) Spell crit. chance: +14% Mental crit. chance: +20% Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Koroduhir the Corruptionguile (3 def, 3 armour) Koroduhir the Corruptionguile (3 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +1 Wil / +7 Mag Changes resistances: +17% acid / +16% physical / +13% darkness / +17% fire / +20% cold / +44% light / +15% all Changes damage: +20% acid / +25% physical / +46% light / +16% cold / +9% nature / +15% fire Talent cooldown: Refit Golem (-4 turns) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +32.00 Spellpower: +15 (+3 eff.) Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Stokedash (17 def, 10 armour) Stokedash (17 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +17 (+6 eff.) Changes resistances: +9% fire / +30% cold / +25% darkness / +30% temporal Changes resistances penetration: +20% blight / +10% fire / +12% arcane Changes damage: +12% blight / +15% fire / +15% arcane Critical mult.: +28.00% Physical save: +13 (+6 eff.) Maximum mana: +65.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Zanudunahell the Nimbussweep Zanudunahell the NimbussweepPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +2 Fatigue: -10% Changes stats: +10 Dex / +6 Mag / +9 Cun / +9 Con Changes resistances: +3% temporal / +6% fire Changes damage: +6% lightning / +8% temporal / +8% light / +15% blight / +14% fire / +8% physical / +8% darkness Talent mastery: +0.37 Spell / Divination Critical mult.: +19.00% Reduces incoming crit damage: 17.75% Life regen: +5.00 Stamina each turn: +1.50 Only die when reaching: -94.66 life Spellpower: +19 (+4 eff.) Spell crit. chance: +6% Infravision radius: +4 Movement speed: +10% Amulets make your neck look great! |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (634.00 temporal damage, removed from time 4 turns) Rune of the Rift (634.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 684.72 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. 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. |
shielding rune of the wizard (absorb 1198; dur 7; cd 17) shielding rune of the wizard (absorb 1198; dur 7; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 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 create a protective shield absorbing at most 1198 damage for 7 turns. Its effects scale with your Magic 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 |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 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. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Khelazor the gold amulet Khelazor the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +6% blight / +19% mind / +3% darkness Physical save: +18 (+9 eff.) Spell save: +16 (+5 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +29% Knockback immunity: +10% Life regen: +1.00 Stamina each turn: +0.60 Only die when reaching: -20.00 life Movement speed: +10% Amulets make your neck look great! |
mindweaver's gold amulet of manastreaming mindweaver's gold amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag / +4 Wil Mental save: +7 (+2 eff.) Confusion immunity: +15% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
wanderer's gold amulet of soulsearing wanderer's gold amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +6 Cun / +5 Con Changes damage: +8% blight / +9% fire Critical mult.: +10.00% Life regen: +3.00 Stamina each turn: +0.60 Spellpower: +10 (+2 eff.) Movement speed: +10% Amulets make your neck look great! |
Airspitter AirspitterInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +2 Wil Mental save: +6 (+1 eff.) Confusion immunity: +23% Mana each turn: +0.04 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +20 (+4 eff.) Rings make your fingers look great! |
Radiancesever the copper ring Radiancesever the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 48% Damage when hit (Melee): 2 fire Changes resistances: +22% fire Changes damage: +11% fire Light radius: +3 Rings make your fingers look great! |
Wintercast the copper ring Wintercast the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% light / +3% acid Changes resistances penetration: +15% cold Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings make your fingers look great! |
copper ring 'Duskhack' copper ring 'Duskhack'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes stats: +1 Str Changes resistances: +6% nature Changes damage: +3% darkness Critical mult.: +5.00% Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
marksman's copper ring of fire (+22%) marksman's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
Isligassra the Frozenbane Isligassra the FrozenbanePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Damage when hit (Melee): 4 blight Changes resistances: +3% darkness / +15% cold Changes damage: +24% darkness / +15% cold Silence immunity: +32% Mana each turn: +0.19 Rings make your fingers look great! |
Velunor the Smolderborn Velunor the SmolderbornInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +10 Str Changes resistances: +24% lightning Changes damage: +12% lightning Reduces incoming crit damage: 15.00% Light radius: +3 Rings make your fingers look great! |
steel ring 'Eilinirin' steel ring 'Eilinirin'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +13 Wil Changes damage: +6% blight / +21% temporal Spell save: +18 (+6 eff.) Mental save: +10 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +15 (+3 eff.) Rings make your fingers look great! |
Hellbreaker HellbreakerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +6 Cun Changes resistances: +16% mind / +9% temporal Changes resistances penetration: +25% fire Changes damage: +16% mind / +12% fire Blindness immunity: +20% Mental crit. chance: +4% Rings make your fingers look great! |
Lightobeisance LightobeisancePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Changes resistances penetration: +10% blight Changes damage: +21% blight / +6% physical / +12% light Blindness immunity: +20% Silence immunity: +38% Mana each turn: +0.17 Rings make your fingers look great! |
Silynor the gold ring Silynor the gold ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+6 eff.) Changes stats: +4 Dex / +9 Mag / +4 Wil / +5 Cun / +1 Con Spell save: +8 (+3 eff.) Spellpower: +16 (+4 eff.) Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
Xeronor the gold ring Xeronor the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+10 eff.) Physical power: +7 (+6 eff.) Armour: +6 Defense: +15 (+5 eff.) Changes stats: +3 Con Spell save: +12 (+4 eff.) Stun/Freeze immunity: +24% Life regen: +2.00 Maximum stamina: +19.00 Spellpower: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
gold ring 'Nanaridar' gold ring 'Nanaridar'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% darkness / +3% physical / +6% nature / +9% mind Changes resistances penetration: +25% arcane Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +33% Rings make your fingers look great! |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
titan's stralite ring of fire (+30%) titan's stralite ring of fire (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +30% fire Changes damage: +15% fire Physical save: +12 (+6 eff.) Rings make your fingers look great! |
Aeregund (20-24 power, 4 apr, fire element) Aeregund (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +16.0% Physical power: +8 (+6 eff.) Damage (Melee): 29 arcane Changes resistances penetration: +15% mind Changes damage: +6% blight / +20% fire Talent granted: +1 Command Staff Mana each turn: +0.20 Maximum mana: +111.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +5% Mindpower: +15 (+3 eff.) Staves designed for wielders of magic, by the greats of the art. |
Ce'Naretha the Infernoransom (20-24 power, 4 apr, fire element) Ce'Naretha the Infernoransom (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +25 (+8 eff.) Damage (Melee): 24 fire Changes stats: +2 Str / +5 Mag / +6 Con Changes damage: +29% fire Talent granted: +1 Command Staff Critical mult.: +43.00% Maximum stamina: +30.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +3% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of channeling (37-44 power, 6 apr, fire element) potent dragonbone magestaff of channeling (37-44 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +37% fire Talent granted: +1 Command Staff Mana each turn: +0.44 Spellpower: +30 (+6 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
sunsealed elven-silk robe of Linaniil (6 def, 6 armour) sunsealed elven-silk robe of Linaniil (6 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +5 Mag Changes resistances: +9% darkness / +8% light / +15% all Changes damage: +13% light Mana each turn: +0.21 Maximum life: +41.00 Maximum mana: +47.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +8% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Ragamas the hardened leather belt Ragamas the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +13 Mag / +13 Wil / +6 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Damage against: +23% Summoned Reduced damage from: +26% Summoned A belt that goes around your waist. |
Voiddash the hardened leather belt Voiddash the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +7 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +6 Con Changes damage: +9% darkness Reduces incoming crit damage: 5.00% Physical save: +13 (+6 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+4 eff.) Infravision radius: +1 A belt that goes around your waist. |
murderer's cashmere cloak of conjuring (2 def, 0 armour) murderer's cashmere cloak of conjuring (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +8% arcane Changes damage: +7% arcane Critical mult.: +18.00% Maximum mana: +45.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ebonyspiker of the Blightspawn (6 def, 9 armour) Ebonyspiker of the Blightspawn (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Effects when hit in melee: * 26% chance to reduce strength, dexterity, and constitution by 38 * 20% chance to reduce damage dealt by 30% Changes stats: +8 Lck / +7 Dex Changes resistances: +7% acid / +8% fire / +8% lightning / +7% cold Stealth bonus: +6 Mana each turn: +0.20 Mana when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +5 (+1 eff.) A pair of boots made of leather. |
undeterred pair of iron boots of phasing (0 def, 3 armour) undeterred pair of iron boots of phasing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Mag / +3 Wil Silence immunity: +21% Confusion immunity: +25% Stun/Freeze immunity: +24% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
eldritch cashmere wizard hat of arcana (2 def, 0 armour) eldritch cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Mana each turn: +1.00 Mana when hit: +1.30 Maximum mana: +48.00 Spellpower: +12 (+3 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 23 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour) 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. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 2.5 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Emavea the drakeskin leather cap (0 def, 9 armour) Emavea the drakeskin leather cap (0 def, 9 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 48% * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +4 Wil Changes resistances: +3% temporal / +21% cold Changes damage: +9% acid / +12% temporal Allows you to breathe in: water Mindpower: +5 (+1 eff.) Infravision radius: +4 A cap made of leather. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Buruimas BuruimasInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Changes stats: +6 Wil Changes damage: +6% mind / +15% blight Spellpower: +20 (+4 eff.) Spell crit. chance: +8% Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
Tulirak the dwarven lantern Tulirak the dwarven lanternInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +15 (+10 eff.) Changes stats: +1 Dex / +9 Wil / +1 Con Changes resistances: +9% nature / +3% fire Critical mult.: +35.00% Only die when reaching: -80.00 life Maximum life: +60.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Glarebreaker (dig speed 22 turns) Glarebreaker (dig speed 22 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +10 Str / +7 Wil Changes resistances: +9% acid / +6% light Changes resistances penetration: +20% acid / +15% temporal / +20% light Changes damage: +9% acid / +15% temporal Mental crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Lisumira the Scaldbreeze [power 310] (15 cooldown) Lisumira the Scaldbreeze [power 310] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% nature Changes resistances penetration: +5% nature / +5% fire Changes damage: +6% fire It can be used to blast the opponent's mind dealing 310 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 65. * Reduce fatigue by 30% for 2 turns. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Morbustaint [power 182] (15 cooldown) Morbustaint [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% nature Equilibrium when hit: +0.16 Mental crit. chance: +3% It can be used to sting an enemy dealing 231 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of lightning storm 'Hareruimas' [power 122] (15 cooldown) elm wand of lightning storm 'Hareruimas' [power 122] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +18% lightning Poison immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +10% Maximum psi: +20.00 Healing mod.: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (181 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Searstinger [power 266] (15 cooldown) Searstinger [power 266] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances penetration: +5% fire Changes damage: +15% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 79 lightning damage and will be dazed for 1 turn (396 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xinne the yew wand of shielding [power 320] (20 cooldown) Xinne the yew wand of shielding [power 320] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +21% arcane / +18% blight Spell save: +18 (+6 eff.) Mana when firing critical spell: +2.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +3% It can be used to create a shield absorbing up to 601 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 78. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Forbidden Tome: "A View From The Gallery" 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. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
By Alexfrog the Shalore Archmage level 38
19th Pyre 124th year of Ascendancy at 12:25 see stats
By Alexfrog the Shalore Archmage level 37
17th Pyre 124th year of Ascendancy at 17:22 see stats
By Alexfrog the Shalore Archmage level 42
38th Pyre 124th year of Ascendancy at 04:58 see stats
By Alexfrog the Shalore Archmage level 41
33rd Pyre 124th year of Ascendancy at 10:22 see stats
By Alexfrog the Shalore Archmage level 26
52nd Haze 123rd year of Ascendancy at 07:14 see stats
By Alexfrog the Shalore Archmage level 10
22nd Dusk 122nd year of Ascendancy at 17:32 see stats
By Alexfrog the Shalore Archmage level 40
26th Pyre 124th year of Ascendancy at 09:49 see stats
By Alexfrog the Shalore Archmage level 32
27th Regrowth 124th year of Ascendancy at 12:38 see stats
By Alexfrog the Shalore Archmage level 31
26th Regrowth 124th year of Ascendancy at 22:14 see stats
By Alexfrog the Shalore Archmage level 23
45th Dusk 123rd year of Ascendancy at 04:02 see stats
By Alexfrog the Shalore Archmage level 28
56th Haze 123rd year of Ascendancy at 12:27 see stats
By Alexfrog the Shalore Archmage level 30
72nd Haze 123rd year of Ascendancy at 16:52 see stats
By Alexfrog the Shalore Archmage level 10
7th Mirth 122nd year of Ascendancy at 02:10 see stats
By Alexfrog the Shalore Archmage level 20
10th Flare 123rd year of Ascendancy at 20:42 see stats
By Alexfrog the Shalore Archmage level 30
69th Haze 123rd year of Ascendancy at 09:30 see stats
By Alexfrog the Shalore Archmage level 40
26th Pyre 124th year of Ascendancy at 09:38 see stats
By Alexfrog the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 04:18 see stats
By Alexfrog the Shalore Archmage level 18
57th Pyre 123rd year of Ascendancy at 02:58 see stats
By Alexfrog the Shalore Archmage level 28
63rd Haze 123rd year of Ascendancy at 18:56 see stats
By Alexfrog the Shalore Archmage level 16
36th Pyre 123rd year of Ascendancy at 02:52 see stats
By Alexfrog the Shalore Archmage level 40
26th Pyre 124th year of Ascendancy at 12:15 see stats
By Alexfrog the Shalore Archmage level 9
3rd Mirth 122nd year of Ascendancy at 08:53 see stats
By Alexfrog the Shalore Archmage level 26
39th Haze 123rd year of Ascendancy at 02:18 see stats
By Alexfrog the Shalore Archmage level 44
5th Mirth 124th year of Ascendancy at 02:16 see stats
By Alexfrog the Shalore Archmage level 24
46th Dusk 123rd year of Ascendancy at 20:58 see stats
By Alexfrog the Shalore Archmage level 17
37th Pyre 123rd year of Ascendancy at 18:48 see stats
By Alexfrog the Shalore Archmage level 36
16th Pyre 124th year of Ascendancy at 19:00 see stats
Log
You gain 25.00 gold from the transmogrification of Ravenkiller (4-5 power, 18 apr, mind damage).
You gain 25.00 gold from the transmogrification of Emelesebeth the vined mindstar (5-6 power, 18 apr, mind damage).
You gain 25.00 gold from the transmogrification of Xeruldann the steel dagger (14-18 power, 6 apr).
You gain 5.48 gold from the transmogrification of truestriking dwarven-steel greatmaul of phasing (38-58 power, 21 apr).
You gain 6.86 gold from the transmogrification of greater yew vilestaff (20-24 power, 4 apr, blight element).
You gain 25.00 gold from the transmogrification of Xana (28-34 power, 4 apr, arcane element).
You gain 25.00 gold from the transmogrification of Xeritha the Healoracle.
There is a way to the next level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 54 turns (stop reason: at exit).
There is a Mark of the Spellblaze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 23rd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 24th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Saving done.
Today is the 25th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:58.
Today is the 26th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
Today is the 27th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Saving game...
Saving done.