







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quantum Slider Tweaks 1.7.0Assorted quality-of-life changes for the Quantum Slider class and Vorloth race from Tradewind_Rider's Quantum Slider addon (required). Currently includes:
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Select Last Escort 1.7.4A very superficial fork to Effigy's "Select First Escort" (which is brilliant ngl) to flip it around so you control the ninth and final escort rather than the first. Makes it feel more like a veto on a string of bad luck rather than something you know you can/should build around early. Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Items Vault 1.7.6Donators/Buyers bonus! OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. CN Showing Items Tier in Inventory 1.7.4This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Fortress Butler Custom Tile 1.7.0Modifies the chat dialog for the Fortress Shadow in the Sher'tul fortress, in particular the dialog stage for changing the Fortress Shadow's appearance, adding the option to choose any of the custom tiles available from the character creation dialog. Also papers over a bug in the existing male/female choices, so that the Fortress Shadow will continue to appear properly in the chat dialog with its appearance altered. NOTE: This class requires access to donator tiles, and thus requires the player to have donator status (including via purchasing the game through Steam). Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Vorloth |
| Class | Quantum Slider |
| Level / Exp | 33 / 54% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 10 (base 7) |
| Dexterity | 13 (base 10) |
| Constitution | 25 (base 10) |
| Magic | 115 (base 60) |
| Willpower | 122 (base 60) |
| Cunning | 69 (base 19) |
Resources
| Life | 407/407 |
| Paradox | 300 |
| Healing Factor | 1.2745178243369 |
| Regeneration | 0.31862945608422 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +193.33333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 50.525019690859 |
| See Invisible | 69.525019690859 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 7 |
| Crit Chance | 22% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 32% |
| Speed | 1 |
| Cooldown Reduction | 5 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Arcane | +47% |
| Mind | +15% |
| All | 0% |
| Lightning | +15% |
| Light | +15% |
| Temporal | +74% |
| Physical | +15% |
| Fire | +22% |
| Nature | +15% |
Offense: Damage Penetration
| Temporal | +10% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 78.376602962922 (100%) |
| Defense | 100.61333333333 |
| Ranged Defense | 100.61333333333 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 73 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 15%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 29% |
| Poison Resistance | 100% |
| Blind Resistance | 63% |
| Silence Resistance | 68% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Pinning Resistance | 64% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (2/2)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Chronomancy / Googolplex Existence | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Quantum Theory | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Quantum Coherence | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Speed Control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Core Dweller | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Field Extension | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Chronodynamics | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Reality Sculpting | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Prajna | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Ancient chronomancy / Sorcery | 1.00 |
| 1/1 |
| 1/1 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Paths | 1.00 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 1/1 |
| 0/1 |
| 0/1 |
| Chronomancy / Anomaly Alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Wanderlust | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Beads in a String | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Vorloth | 1.00 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Kurgarru |
| talent | Futurepast Shield |
| talent | Quicksilver Armor |
| talent | Intuition |
| talent | Spacetime Bebop |
| talent | Auspex |
| talent | Not Really Here |
| talent | Eternal Core |
| beneficial effect | The target is affected by constructive interference: the first damage instance that exceeds 30% of it's maximum life is reduced by 100%. Interference |
| beneficial effect | Charging up at 36%. Alpha Strike |
| beneficial effect | The Slider is on a run... as always... 100% charged up, gaining 20% stun and pin immunity. Always on the Run |
| beneficial effect | The target is moving is 30% faster. 3 Celerity |
| beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Agrimley the hermit's elixir of focus |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +8. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +8. | done |
You successfully escorted the lost wyrmic to the recall portal on level 1 of Old Forest. Escort: lost wyrmic (level 1 of Old Forest)As a reward you improved Willpower by +8. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Speed Control (at mastery 1.00). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 green worm. * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed electric eel tail. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
The exosphere of Luxam was always quiet and peaceful. Particle density here is usually very low. The Fate of LuxamSomehow all matter is flowing into one direction. You need to investigate what is going on. * You obtained back the missing Part of the Great Harmony. * You have explored Luxams exosphere and could not prevent Luxams destruction. You fought with the Worldeater who would have killed you, but Zemekkys interrupted the fight and brought you back in time. * You must find and secure the Portal to the Void. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | Eryhad the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Mag +1 Cun defense ------ Armor +1 Fatigue -4% Crit Resistance 10.00% Physical save +5 (+2 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
| Light source | Olisasus the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Str defense ------ Resistance +6% light +3% darkness Crit Resistance 10.00% Healmod +15% other ------- 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. |
| On head | shimmering cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +4 (+1 eff.) Damage +11% arcane defense ------ Defense +2 (+1 eff.) other ------- Max mana +34.00 A pointy cloth hat, very wizardly... |
| Tool | Shard of Crystalized Time2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+3 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | Essence of the Great Harmony Essence of the Great Harmony0.1 Encumbrance T1 ring jewelry [Plot Item] Unknown While equipped: offense ------ Damage +15% lightning +15% physical +15% light +15% fire +15% temporal Increases the wearer's Magic, Willpower and Cunning based on the wearer's character level. Current bonus: 33 Affect the target's inner energy, deconstructing their amplitude for 8 turns. The target can not heal or regenerate in this altered state.. Uses 20 power out of 20/20 The very essence of the Vorloth Harmony, a part of the cosmic song of your race. It reminds you to your homeworld, the beautiful Luxam. |
| On fingers | conjurer's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +7 (+2 eff.) defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +11 See Invisibility +9 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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. |
| In main hand | Flashstake the elven-wood starstaff (25-30 power, 5 apr, temporal element)5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +16.00% Spellpower +12 (+3 eff.) Damage +36% arcane +52% temporal Ignore resists +15% lightning +10% temporal defense ------ Resistance +5% arcane Anomaly Control +20 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Glareclamor the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats +2 Cun +6 Wil offense ------ On-Hit 12 fire Damage +7% fire defense ------ Armor +3 Resistance +6% temporal +8% fire Crit Resistance 10.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 See Invisibility +21 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | spellcowled cashmere cloak of Eldoral (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +1 Mag +2 Wil +2 Cun defense ------ Defense +2 (+1 eff.) Spell save +7 (+1 eff.) other ------- Max mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+3 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
blink rune of the psychic (range 8; phase 26; cd 19)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Willpower stat. 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 |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 675 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (638.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1110.12 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 spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 23 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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 psychic (absorb 490; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 490 damage for 3 turns. Its effects scale with your Willpower stat. 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 psychic (absorb 416; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 416 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Silassra'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +9% mind Ignore resists +5% temporal defense ------ Resistance +9% acid Amulets make your neck look great! |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 297 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
stabilizing steel amulet of dexterity (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +12% temporal Pinning Resist +20% Knockbk Resist +27% Amulets make your neck look great! |
stralite amulet0.1 Encumbrance T4 amulet jewelry [Normal] Amulets make your neck look great! |
wizard's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+1 eff.) Life +24.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
marksman's steel ring of frost (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% cold Accuracy +6 (+6 eff.) defense ------ Resistance +22% cold Rings make your fingers look great! |
psionicist's steel ring of light (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% light defense ------ Resistance +22% light Mind save +4 (+1 eff.) Rings make your fingers look great! |
savior's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Life +22.00 Disarm Resist +20% Pinning Resist +26% Knockbk Resist +20% Rings make your fingers look great! |
solipsist's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+1 eff.) Blind Resist +23% other ------- Infravision +4 See Stealth +7 See Invisibility +6 Rings make your fingers look great! |
gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +5 (+5 eff.) Rings make your fingers look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
potent ash magestaff of fate (17-20 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +8 (+2 eff.) Damage +17% fire defense ------ Physical save +5 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of might (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +6 (+2 eff.) Damage +15% temporal other ------- Mana/turn +0.10 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Treewreath (20-24 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +15% nature +20% temporal Ignore resists +15% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +8 (+3 eff.) Resistance +6% temporal Anomaly Control +15 other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 139.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff (25-30 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +12 (+3 eff.) Damage +25% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Flashpall' (25-30 power, 5 apr, temporal element)5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +18% lightning +34% temporal Ignore resists +40% arcane +10% temporal When Hit 4 arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +5% arcane other ------- Mana/turn +0.30 Max mana +56.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 1H weapon [Ego+] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +8% Physical Power +8 (+8 eff.) Spellpower +22 (+6 eff.) Damage +30% fire Accuracy +10 (+10 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
chilling dwarven-steel dagger of vileness (20-26 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +10 blight +14 cold On Hit: * 17% chance to reduce strength, dexterity, and constitution by 30 Sharp, short and deadly. |
iron shield of cold resistance (+16%) (0 def, 2 armour, 19.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 11 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Fatigue +8% Resistance +16% cold other ------- Talents +1 Block Handheld deflection devices. |
Boroleg the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Resistance +3% lightning +7% all Mind save +16 (+4 eff.) Blind Resist +10% Cut Resist +20% other ------- See Invisibility +6 On Spell Hit: 6% Inertia Beam level 5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing Rags of the Sanctuary of corrosion (+19%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +13% acid defense ------ Resistance +19% acid +7% all other ------- Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Tundrabrace (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +3 Cun +3 Wil offense ------ Spell Crit +6% Critical power +10.00% Spellpower +4 (+1 eff.) Damage +22% darkness When Hit 4 cold defense ------ Resistance +9% lightning +43% darkness +10% cold +9% blight +11% fire +10% light +13% all Physical save +16 (+5 eff.) Spell save +54 (+12 eff.) Mind save +10 (+2 eff.) other ------- Max hate +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gunyregosus (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +1 Str +1 Wil offense ------ Spell Crit +1% Critical power +10.00% defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life Regen +2.10 other ------- Stamina/turn +0.50 Max stamina +20.00 A suit of armour made of leather. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+4 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Nimbusenvy1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Str +5 Wil offense ------ Damage +6% lightning defense ------ Life +43.00 other ------- Hate-on-crit +2.00 Infravision +3 A belt that goes around your waist. |
linen cloak 'Belumikira' (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +1 Con offense ------ Physical Crit +2.0% defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +6% lightning +3% cold +2% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of mindcraft (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +3 Wil +5 Cun offense ------ Mind Crit +6% Accuracy +5 (+5 eff.) Ignore Armor +6 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningspiker the pair of dwarven-steel boots (6 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Dex +4 Mag +3 Cun offense ------ Damage +6% lightning defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +3% other ------- See Invisibility +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
eldritch pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego++] Arcane While equipped: Stats +7 Mag +5 Wil offense ------ Spell Crit +3% defense ------ Armor +4 Fatigue +3% other ------- Mana/turn +0.18 Max mana +29.00 Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hailkin (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +6% cold Ignore resists +10% fire +10% cold When Hit 2 darkness defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+5 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane/Nature While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +4 (+1 eff.) On-Hit 4 arcane 5 fire Damage +4% arcane +5% fire defense ------ Armor +2 Resistance +5% arcane +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of archery (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Cun +4 Dex offense ------ Accuracy +6 (+6 eff.) Ignore Armor +6 defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
steady hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +5 (+1 eff.) On-Hit 4 arcane Damage +5% arcane Accuracy +6 (+6 eff.) defense ------ Armor +2 Resistance +4% arcane Physical save +6 (+2 eff.) Mind save +6 (+1 eff.) Disarm Resist +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Str +3 Dex +4 Cun defense ------ Armor +3 Physical save +12 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+6 eff.) defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Pitchreek the dwarven-steel gauntlets (10 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Dex +2 Mag +4 Cun offense ------ Damage +6% darkness Accuracy +7 (+7 eff.) Ignore Armor +8 defense ------ Armor +2 Defense +10 (+4 eff.) Fatigue +3% Resistance +9% blight +15% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
restful dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +12 (+12 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +4.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glacierpierce the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Mag +4 Wil offense ------ Spellpower +5 (+1 eff.) When Hit 4 cold defense ------ Defense +1 (+1 eff.) Resistance +6% blight Physical save +6 (+2 eff.) other ------- Vim-on-crit +1.00 A pointy cloth hat, very wizardly... |
Velybrenn the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +2 Cun +2 Con offense ------ Damage +11% nature +3% acid Ignore resists +5% acid defense ------ Defense +1 (+1 eff.) Resistance +16% nature +3% blight A pointy cloth hat, very wizardly... |
Tuludor (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +4 Mag +3 Wil +1 Cun offense ------ Damage +11% cold defense ------ Defense +1 (+1 eff.) Resistance +16% cold A pointy cloth hat, very wizardly... |
Xaneriarin the Rainsmasher (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Str +2 Con offense ------ Damage +11% darkness +3% nature defense ------ Defense +1 (+1 eff.) Resistance +16% darkness +5% arcane Crit Resistance 5.00% other ------- Infravision +2 See Invisibility +15 A pointy cloth hat, very wizardly... |
hardened leather cap 'Prismspiker' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Damage +9% temporal When Hit 6 blight defense ------ Armor +3 Fatigue +3% Resistance +18% blight other ------- Light +3 A cap made of leather. |
iron helm 'Tigorn' (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +4 Dex offense ------ Damage +6% mind Accuracy +5 (+5 eff.) defense ------ Armor +3 Fatigue +5% Resistance +12% light +11% darkness other ------- Max stamina +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Ce'Nadann the Cracklelash (0 def, 8 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +4 Str +8 Dex defense ------ Armor +8 Fatigue +4% Resistance +6% lightning Physical save +12 (+4 eff.) other ------- Stamina/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 Encumbrance 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance 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. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance 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. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
372 alchemist agate0.0 Encumbrance 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. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Voidjam' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +3 Wil offense ------ Damage +6% arcane +9% darkness other ------- EQ when Hit +0.04 Mana-on-crit +2.00 Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gymira the dwarven-steel pickaxe (dig speed 13 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +8 Str +4 Dex offense ------ Physical Power +5 (+5 eff.) Spellpower +10 (+3 eff.) Move Speed +10% defense ------ Defense +15 (+5 eff.) Fatigue -6% Resistance +7% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 165% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Isura the Vorloth Quantum Slider level 32
4th Decay 122nd year of Ascendancy at 05:26 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Isura the Vorloth Quantum Slider level 19
38th Dusk 122nd year of Ascendancy at 17:44 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Isura the Vorloth Quantum Slider level 15
9th Flare 122nd year of Ascendancy at 19:05 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Isura the Vorloth Quantum Slider level 28
55th Haze 122nd year of Ascendancy at 14:28 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Isura the Vorloth Quantum Slider level 20
39th Dusk 122nd year of Ascendancy at 22:30 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Isura the Vorloth Quantum Slider level 31
70th Haze 122nd year of Ascendancy at 18:30 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Isura the Vorloth Quantum Slider level 33
2nd Allure 123rd year of Ascendancy at 12:21 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Isura the Vorloth Quantum Slider level 31
69th Haze 122nd year of Ascendancy at 04:48 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Isura the Vorloth Quantum Slider level 10
4th Mirth 122nd year of Ascendancy at 23:51 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Isura the Vorloth Quantum Slider level 20
39th Dusk 122nd year of Ascendancy at 11:13 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Isura the Vorloth Quantum Slider level 30
62nd Haze 122nd year of Ascendancy at 06:41 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Isura the Vorloth Quantum Slider level 24
57th Dusk 122nd year of Ascendancy at 18:32 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Isura the Vorloth Quantum Slider level 27
68th Dusk 122nd year of Ascendancy at 01:57 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Isura the Vorloth Quantum Slider level 29
60th Haze 122nd year of Ascendancy at 05:03 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Isura the Vorloth Quantum Slider level 9
3rd Mirth 122nd year of Ascendancy at 12:01 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Isura the Vorloth Quantum Slider level 16
17th Dusk 122nd year of Ascendancy at 17:03 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Isura the Vorloth Quantum Slider level 28
55th Haze 122nd year of Ascendancy at 16:55 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Isura the Vorloth Quantum Slider level 20
39th Dusk 122nd year of Ascendancy at 14:11 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Isura the Vorloth Quantum Slider level 9
79th Pyre 122nd year of Ascendancy at 22:22 see stats
Log
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
New Achievement: Home sweet home (Nightmare (Roguelike) difficulty)!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 9 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: dialog is displayed).
Kurgarru says: 'Come on, we have to kill them!'
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 6 turns (stop reason: interesting terrain).
You gain 16.00 gold from the transmogrification of Telekinetic Core.
You gain 1.38 gold from the transmogrification of dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns).
You gain 1.63 gold from the transmogrification of prismatic hardened leather armour (9 def, 6 armour).
You gain 1.25 gold from the transmogrification of acidic dwarven-steel waraxe (22-30 power, 4 apr).
You gain 6.18 gold from the transmogrification of ethereal elven-wood vilestaff (25-30 power, 5 apr, blight element).
[Music Mod] | Track: shertul-fortress.ogg (Inspired by: Phantom Brave - R&R Junkie)
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.

























































































