










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Juggle Hotkeys on Unwield 1.3.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Steamtech UI 1.1.4 Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Quickswap Tweak 1.5.5Changes the quick weapon-set swap (both by 'q' key and auto-swap talents) not to put item-granted talents on cooldown, and instantaneously restarts type-restricted sustains on re-equipping the set that was previously swapped out. This generally increases tactical flexibility and reduces the hassle of using two sets of weapons, and especially makes the Swift Hands prodigy more versatile. A partial list of examples:
Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Improved Auto-explore and Rest 1.5.5Quality 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. Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Convenient Digging 1.5.5 Additional Randart Properties 1.5.5 Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 28 / 95% |
Size | big |
Lifes / Deaths | Killed by elven blood mage at level 26 on the 1st Summertide 123rd year of Ascendancy at 19:47 / 2Killed by Wajeia the halfling at level 28 on the 61st Dusk 123rd year of Ascendancy at 11:45 |
Primary Stats
Strength | 36 (base 21) |
Dexterity | 15 (base 15) |
Constitution | 54 (base 21) |
Magic | 60 (base 60) |
Willpower | 35 (base 25) |
Cunning | 17 (base 14) |
Resources
Life | -127/754 |
Mana | 134/267 |
Paradox | 288 |
Healing Factor | 1.5446428571428 |
Regeneration | 1.0040178571429 |
Speed
Mental | -1.3988810110277E-11% |
Attack | -1.3988810110277E-11% |
Movement | +4.8849813083507E-13% |
Spell | -1.3988810110277E-11% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 33.349511456795 |
See Invisible | 33.349511456795 |
Offense: Mainhand
Damage | 94 |
Accuracy | 28 |
Crit Chance | 20% |
APR | 25 |
Speed | 0.80 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 3% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 3% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Nature | +27% |
Mind | +3% |
Physical | +15% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Nature | +11% |
Darkness | +10% |
Lightning | +15% |
Cold | +27% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (30%) |
Defense | 25 |
Ranged Defense | 26 |
Fatigue | 2 |
Physical Save | 37 |
Spell Save | 26 |
Mental Save | 22 |
Defense: Resistances
Darkness | + 32%( 70%) |
Nature | + 55%( 70%) |
Blight | + 44%( 70%) |
Fire | + 30%( 70%) |
Cold | + 51%( 70%) |
All | + 30%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Poison Resistance | 37% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (80% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Premonition |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | Reduces global action speed by 30%. Slow |
beneficial effect | Reduces nature damage received by 15%. Premonition Shield |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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 |
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 Premonition (+1 level(s)). | 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 talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by fire wyrm. Escort: lost sun paladin (level 2 of Daikara) | failed |
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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 151. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * '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.' * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed ritch stinger. * You've found the needed green worm. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 failed to protect her when escorting her out of the crypt. | failed |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within | active |
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 | ![]() pair of hardened leather boots of massiveness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +5(-) Str / +5(-) Con Changes damage: +7%(-) physical Size category: +1 (-) It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Quiver | ![]() quiver of yew arrows 'Isylenn' (22/22, 66-92.4 power, 22 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 66.0 - 92.4 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +22 (-) Crit. chance: +14.0% (-) Capacity: 22 (-) When this weapon hits: Distortion Bolt (10% chance level 1). When this weapon hits: Mental Shielding (5% chance level 2). Travel speed: +200% (-) Damage (Ranged): +33(-) fire Burst (radius 1) on hit: +8(-) mind Burst (radius 2) on crit: +17(-) fire Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Spectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20%(-) cold Changes resistances penetration: +10%(-) cold Changes damage: +15%(-) cold Talents cooldown: Chill of the Tomb (-2(-) turns) Spellpower: +10 (+3 eff.) (-) Light radius: +5 (-) It can be used to release a will o' the wisp that will explode against your foes for 299 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
On head | ![]() hardened leather cap of strength (+4) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +4(-) Str A cap made of leather. |
Tool | ![]() Tree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6(-) Con / +7(-) Wil Changes resistances: +20%(-) blight / +20%(-) nature Changes damage: +20%(-) nature Talent masteries: +0.10(-) Wild-gift / Call of the wild +0.10(-) Wild-gift / Harmony Mindpower: +7 (+4 eff.) (-) Healing mod.: +25% (-) Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() mule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% (-) Maximum encumbrance: +21 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() titan's stralite ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +9 Con Maximum encumbrance: +0 (-21) Physical save: +18 (+7 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() Jetrend the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage (Melee): 4(-) acid Damage when hit (Melee): 8(-) acid Changes stats: +2(-) Con Changes resistances: +3%(-) darkness Changes resistances penetration: +10%(-) darkness / +15%(-) acid Mental save: +6 (+4 eff.) (-) Maximum pos.energy: +10.00 (-) Maximum neg.energy: +10.00 (-) Mindpower: +3 (+2 eff.) (-) A belt that goes around your waist. |
In main hand | ![]() glacial yew longbow of nature Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +8 (-) Damage (Ranged): +26(-) nature / +12(-) cold When wielded/worn: Armour: +9 (-) Changes resistances: +3%(-) all Changes resistances penetration: +11%(-) nature / +17%(-) cold Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
On hands | ![]() Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 (-) Defense: +8 (+4 eff.) (-) Changes stats: +3(-) Str / +3(-) Wil / +3(-) Cun Changes damage: +8%(-) physical Talent masteries: +0.20(-) Technique / Grappling Disarm immunity: +40% (-) Mindpower: +3 (+2 eff.) (-) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Main armor | ![]() verdant silk robe (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) (-) Changes stats: +5(-) Con Changes damage: +7%(-) nature Poison immunity: +37% (-) Disease immunity: +36% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() linen cloak 'Isobeth' (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Str / +4(-) Con Changes resistances: +11%(-) cold Changes damage: +3%(-) mind Critical mult.: +6.00% (-) Life regen: +0.40 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Arcwish the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 (-) Physical crit. chance: +4.0% (-) Defense: +3 (+2 eff.) (-) Ranged Defense: +3 (+1 eff.) (-) Changes stats: +2(-) Str / +2(-) Con Changes resistances penetration: +15%(-) lightning Physical save: +6 (+3 eff.) (-) Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 105 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 89 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion of the psychic (resist 20%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical or -physical effect and reduce all damage taken by 20%(+6%) for 6(+2) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion of the warrior (resist 19%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19%(+5%) for 6(+2) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion of the warrior (resist 20%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +mental or -physical effect and reduce all damage taken by 20%(+6%) for 7(+3) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (513% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 513%(-15%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6(+1) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion of the duelist (345% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 345%(-183%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5(-) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Magic, +Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion of the warrior (408% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 408%(-120%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5(-) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Magic, +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -236 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. While Heroism is active, you will only die when reaching -783 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -395 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 475 damage for 5 turns. Its effects scale with your Constitution 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 495 damage for 4 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 262 damage for 4 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 ability. |
![]() teleportation rune of the duelist (range 51) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 51(-23) with a minimum range of 15. Its effects scale with your -Constitution, +Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune of the psychic (range 106) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 106(+32) with a minimum range of 15. Its effects scale with your -Constitution, +Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 290.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 11) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-2) Str / +0(-2) Con Changes resistances penetration: +0%(-15%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() copper amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-2) Str / +3 Dex / +0(-2) Con Changes resistances penetration: +0%(-15%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Amulets can have magical properties. |
![]() copper amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances penetration: +0%(-15%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 202 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() copper amulet of mastery (0.11 Chronomancy / Bow Threading) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances penetration: +0%(-15%) lightning Talent mastery: +0.11 Chronomancy / Bow Threading Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Amulets can have magical properties. |
![]() insulating copper amulet of magic (+2) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-2) Str / +2 Mag / +0(-2) Con Changes resistances: +12% cold / +10% fire Changes resistances penetration: +0%(-15%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Amulets can have magical properties. |
![]() warrior's copper amulet of dexterity (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-2) Str / +4 Dex / +0(-2) Con Changes resistances: +7% physical Changes resistances penetration: +0%(-15%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Stamina each turn: +0.30 Amulets can have magical properties. |
![]() Flashfurnace the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +8 (+4 eff.) (+5 (+2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Damage (Melee): 16 lightning Damage when hit (Melee): 8 arcane Changes stats: +0(-2) Str / +0(-2) Con / +7 Lck Changes resistances: +18% lightning Changes resistances penetration: +20%(+5%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
![]() clarifying steel amulet of dexterity (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-2) Str / +4 Dex / +0(-2) Con Changes resistances: +12% mind Changes resistances penetration: +0%(-15%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +24% Amulets can have magical properties. |
![]() mindweaver's gold amulet of manastreaming Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-2) Str / +2 Mag / +1 Wil / +0(-2) Con Changes resistances penetration: +0%(-15%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +7 (+3 eff.) Confusion immunity: +14% Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Mindpower: +7 (+3 eff.) Amulets can have magical properties. |
![]() mindweaver's gold amulet of manastreaming Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-2) Str / +2 Mag / +2 Wil / +0(-2) Con Changes resistances penetration: +0%(-15%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +6 (+3 eff.) Confusion immunity: +15% Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Mindpower: +7 (+3 eff.) Amulets can have magical properties. |
![]() warrior's gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +7% physical Changes resistances penetration: +0%(-15%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Stamina each turn: +0.20 Amulets can have magical properties. |
![]() copper ring of the mountain (+11%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes resistances: +11% physical Changes damage: +11% physical Maximum encumbrance: +0 (-21) Rings can have magical properties. Tap to cycle through comparison choices |
![]() psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +2 Wil Maximum encumbrance: +0 (-21) Mental save: +4 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
![]() rogue's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +4 (+2 eff.) Fatigue: +0% (+4%) Changes stats: +2 Cun Maximum encumbrance: +0 (-21) Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
![]() psionicist's steel ring of blinding strikes Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Effects on melee hit: * 10% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 25 light Changes stats: +3 Wil Maximum encumbrance: +0 (-21) Mental save: +6 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
![]() steel ring of darkness (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Changes resistances: +20% darkness Changes damage: +10% darkness Maximum encumbrance: +0 (-21) Rings can have magical properties. Tap to cycle through comparison choices |
![]() Hurahad the Abysstrial Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: +0% (+4%) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 16 mind / 12 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +3 Cun Changes resistances: +18% fire Changes resistances penetration: +25% fire Changes damage: +9% mind Maximum encumbrance: +0 (-21) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. Tap to cycle through comparison choices |
![]() gold ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +10 (+5 eff.) Fatigue: +0% (+4%) Maximum encumbrance: +0 (-21) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. Tap to cycle through comparison choices |
![]() marksman's gold ring of corrosion (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Fatigue: +0% (+4%) Changes stats: +2 Dex Changes resistances: +20% acid Changes damage: +10% acid Maximum encumbrance: +0 (-21) Rings can have magical properties. Tap to cycle through comparison choices |
![]() mule's gold ring of frost (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% (-3%) Changes resistances: +20% cold Changes damage: +10% cold Maximum encumbrance: +23 (+2) Rings can have magical properties. Tap to cycle through comparison choices |
![]() solipsist's gold ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +4 Cun / +4 Wil Maximum encumbrance: +0 (-21) Mental save: +6 (+3 eff.) Confusion immunity: +29% Mindpower: +8 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
![]() wizard's gold ring of darkness (+26%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +3 Mag Changes resistances: +26% darkness Changes damage: +13% darkness Maximum encumbrance: +0 (-21) Spell save: +6 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
![]() Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% (-1%) Maximum encumbrance: +0 (-21) Mental save: -7 (-5 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
![]() stralite ring 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: +0% (+4%) Maximum encumbrance: +0 (-21) Rings can have magical properties. Tap to cycle through comparison choices |
![]() stralite ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: +0% (+4%) Maximum encumbrance: +0 (-21) Mental save: +8 (+4 eff.) Confusion immunity: +31% Rings can have magical properties. Tap to cycle through comparison choices |
![]() stralite ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: +0% (+4%) Maximum encumbrance: +0 (-21) Stun/Freeze immunity: +44% Life regen: +1.50 Rings can have magical properties. Tap to cycle through comparison choices |
![]() Ivanor the Eclipserage (17/17, 36.5-51.1 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.5 - 51.1(-29.5 - -41.3) Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (-12) Crit. chance: +2.0% (-12.0%) Capacity: 17 (-5) When this weapon hits: Distortion Bolt (10% chance level 1). When this weapon hits: Mental Shielding (5% chance level 2). On weapon hit: * 40% chance to inflict 15% damage reduction (+40%) + 10% chance to create an air burst Travel speed: +200% (-) Damage (Ranged): +0(-33) fire / +12 darkness Burst (radius 1) on hit: +20 darkness / +0(-8) mind Burst (radius 2) on crit: +0(-17) fire Arrows are used with bows to pierce your foes to death. |
![]() stormwoven silk robe (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) (-) Changes stats: +5 Str / +5 Mag / +5 Wil / +0(-5) Con Changes resistances: +6% lightning / +8% cold Changes damage: +9% lightning / +8% physical / +0%(-7%) nature / +13% cold Poison immunity: +0% (-37%) Disease immunity: +0% (-36%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() volcanic reinforced leather armour (4 def, 16 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) (+1 (+0 eff.)) Fatigue: +8% Damage (Melee): 5 fire Damage (Ranged): 5 fire Changes stats: +0(-5) Con Changes resistances: +21% physical / +14% fire Changes damage: +0%(-7%) nature Poison immunity: +0% (-37%) Disease immunity: +0% (-36%) A suit of armour made of leather. |
![]() Morningslicer the stralite mail armour (4 def, 22 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +22 Defense: +4 (+2 eff.) (+1 (+0 eff.)) Fatigue: +16% Damage when hit (Melee): 20 light Changes stats: +0(-5) Con Changes resistances: +12% light Changes resistances penetration: +15% darkness Changes damage: +9% light / +0%(-7%) nature Poison immunity: +0% (-37%) Disease immunity: +0% (-36%) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Light radius: +3 A suit of armour made of mail. |
![]() rough leather belt 'Bogidol' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage (Melee): 0(-4) acid Damage when hit (Melee): 0(-8) acid Changes stats: +3 Dex / +3 Cun / +0(-2) Con / +6 Lck Changes resistances: +12% nature / +0%(-3%) darkness Changes resistances penetration: +0%(-10%) darkness / +0%(-15%) acid Trap disarming bonus: +5 Stealth bonus: +5 Mental save: +0 (+0 eff.) (-6 (-4 eff.)) Maximum pos.energy: +0.00 (-10.00) Maximum neg.energy: +0.00 (-10.00) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) Infravision radius: +3 Talent on hit(nature): Slime Spit (5% chance level 1). A belt that goes around your waist. |
![]() cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-5) Defense: +2 (+1 eff.) (+1 (+0 eff.)) Changes stats: +0(-1) Str / +2 Mag / +2 Wil / +0(-4) Con Changes resistances: +0%(-11%) cold Changes damage: +0%(-3%) mind Critical mult.: +0.00% (-6.00%) Life regen: +0.00 (-0.40) 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 the hunter (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+13 eff.) Armour penetration: +3 Armour: +0 (-5) Defense: +2 (+1 eff.) (+1 (+0 eff.)) Fatigue: -6% Changes stats: +0(-1) Str / +3 Dex / +3 Cun / +0(-4) Con Changes resistances: +0%(-11%) cold Changes damage: +0%(-3%) mind Critical mult.: +0.00% (-6.00%) Life regen: +0.00 (-0.40) Maximum life: +58.00 Maximum stamina: +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Beysin the Eclipsesorrow (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 (+6) Fatigue: +3% (-) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +0(-5) Str / +0(-5) Con Changes damage: +0%(-7%) physical / +3% darkness / +9% mind Grants telepathy: Humanoid/Orc Mindpower: +4 (+2 eff.) Infravision radius: +2 Size category: +0 (-1) Talent on hit(mindpower): Slime Spit (5% chance level 2). A pair of boots made of leather. |
![]() pair of hardened leather boots 'Muckoblivion' (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Damage (Melee): 16 arcane Changes stats: +0(-5) Str / +4 Wil / +5(-) Con Changes resistances: +6% nature / +6% arcane Changes resistances penetration: +25% arcane / +7% physical Changes damage: +0%(-7%) physical / +21% nature / +12% arcane Mindpower: +7 (+3 eff.) Size category: +0 (-1) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() steady rough leather gloves of strength (+3) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical power: +5 (+2 eff.) Armour: +1 (-3) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Changes stats: +3(-) Str / +0(-3) Wil / +0(-3) Cun Changes damage: +0%(-8%) physical Talent mastery: +0.00(-0.20) Technique / Grappling Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% (-20%) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() restful hardened leather gloves of the starseeker (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-2) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Changes stats: +0(-3) Str / +3 Mag / +0(-3) Wil / +1(-2) Cun Changes resistances: +6% light / +7% darkness Changes damage: +0%(-8%) physical Talent mastery: +0.00(-0.20) Technique / Grappling Disarm immunity: +0% (-40%) Life regen: +1.90 Stamina each turn: +0.70 Maximum stamina: +21.00 Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 55.33 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-3) Defense: +2 (+1 eff.) Fatigue: +0% (-3%) Changes stats: +0(-4) Str / +4 Mag / +6 Con Changes damage: +8% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Getavon the Chargerace (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+0 eff.) Fatigue: +0% (-3%) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 lightning Changes stats: +0(-4) Str / +4 Wil / +4 Cun Changes resistances penetration: +20% lightning Changes damage: +12% lightning Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() grounding dwarven-steel helm of dexterity (+4) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (+1) Fatigue: +4% (+1%) Changes stats: +0(-4) Str / +4 Dex Changes resistances: +9% lightning / +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 264 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-22) Crit. chance: +0.0% (-14.0%) Capacity: 0 (-22) When this weapon hits: Distortion Bolt (10% chance level 1). When this weapon hits: Mental Shielding (5% chance level 2). Travel speed: +0% (-200%) Damage (Ranged): +0(-33) fire Burst (radius 1) on hit: +0(-8) mind Burst (radius 2) on crit: +0(-17) fire When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() alchemist's lamp 'Searstoker' Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +0%(-20%) cold / +6% fire / +18% light / +3% darkness Changes resistances penetration: +0%(-10%) cold Changes damage: +0%(-15%) cold Talent cooldown: Chill of the Tomb ((+0(+2) turn) Physical save: +8 (+4 eff.) Spellpower: +0 (+0 eff.) (-10 (-3 eff.)) Light radius: +3 (-2) Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() alchemist's lamp of corpselight Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +0%(-20%) cold / +8% darkness Changes resistances penetration: +0%(-10%) cold Changes damage: +0%(-15%) cold Talent cooldown: Chill of the Tomb ((+0(+2) turn) Spellpower: +5 (+1 eff.) (-5 (-2 eff.)) Spell crit. chance: +4% Light radius: +3 (-2) Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 24 blight damage or heals 36 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light / +0%(-20%) cold Changes resistances penetration: +0%(-10%) cold Changes damage: +10% light / +0%(-15%) cold Talent cooldown: Chill of the Tomb ((+0(+2) turn) Spellpower: +0 (+0 eff.) (-10 (-3 eff.)) Light radius: +4 (-1) Healing mod.: +10% It can be used to call light (90 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Emelilekira the Abyssjeer (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 12 fire Changes stats: +1 Str / +0(-7) Wil / +0(-6) Con Changes resistances: +10%(-10%) nature / +0%(-20%) blight Changes damage: +6%(-14%) nature Talent masteries: +0.00(-0.10) Wild-gift / Call of the wild +0.00(-0.10) Wild-gift / Harmony Critical mult.: +3.00% Physical save: +9 (+4 eff.) Maximum life: +10.00 Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Healing mod.: +0% (-25%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str / +0(-7) Wil / +0(-6) Con Changes resistances: +0%(-20%) blight / +0%(-20%) nature Changes damage: +0%(-20%) nature Talent masteries: +0.00(-0.10) Wild-gift / Call of the wild +0.00(-0.10) Wild-gift / Harmony Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Healing mod.: +0% (-25%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Shard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2(-4) Con / +4(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) nature Changes damage: +0%(-20%) nature / +7% temporal Talent masteries: +0.00(-0.10) Wild-gift / Call of the wild +0.00(-0.10) Wild-gift / Harmony Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Healing mod.: +0% (-25%) Reduces paradox anomalies(equivalent to willpower): +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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, costing 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. |
![]() hateful stralite torque of thermal psionic shield [power 109] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) nature Changes damage: +0%(-20%) nature Talent masteries: +0.00(-0.10) Wild-gift / Call of the wild +0.00(-0.10) Wild-gift / Harmony Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Healing mod.: +0% (-25%) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 109 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
![]() quick stralite torque of kinetic psionic shield [power 63] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +0(-6) Con / +0(-7) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) nature Changes damage: +0%(-20%) nature Talent masteries: +0.00(-0.10) Wild-gift / Call of the wild +0.00(-0.10) Wild-gift / Harmony Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Healing mod.: +0% (-25%) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Tik Tok the Cornac Temporal Warden level 26
2nd Mirth 123rd year of Ascendancy at 06:31 see stats
By Tik Tok the Cornac Temporal Warden level 17
1st Time of Equilibrium 122nd year of Ascendancy at 10:12 see stats
By Tik Tok the Cornac Temporal Warden level 18
2nd Haze 122nd year of Ascendancy at 04:01 see stats
By Tik Tok the Cornac Temporal Warden level 10
8th Flare 122nd year of Ascendancy at 03:53 see stats
By Tik Tok the Cornac Temporal Warden level 20
59th Haze 122nd year of Ascendancy at 11:30 see stats
By Tik Tok the Cornac Temporal Warden level 23
49th Pyre 123rd year of Ascendancy at 20:01 see stats
By Tik Tok the Cornac Temporal Warden level 21
32nd Regrowth 123rd year of Ascendancy at 22:59 see stats
By Tik Tok the Cornac Temporal Warden level 23
49th Pyre 123rd year of Ascendancy at 20:01 see stats
By Tik Tok the Cornac Temporal Warden level 10
2nd Dusk 122nd year of Ascendancy at 15:25 see stats
By Tik Tok the Cornac Temporal Warden level 15
48th Dusk 122nd year of Ascendancy at 10:17 see stats
By Tik Tok the Cornac Temporal Warden level 19
35th Haze 122nd year of Ascendancy at 17:58 see stats
By Tik Tok the Cornac Temporal Warden level 22
17th Pyre 123rd year of Ascendancy at 16:30 see stats
By Tik Tok the Cornac Temporal Warden level 26
1st Summertide 123rd year of Ascendancy at 19:48 see stats
By Tik Tok the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 12:00 see stats
Log
--------------------------------
Talent Arrow Echoes is ready to use.
Talent Temporal Hounds is ready to use.
Talent Guardian Unity is ready to use.
Wajeia the halfling uses Oozebeam.
Wajeia the halfling's mind surges with critical power!
Tik Tok casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Tik Tok slows down.
Tik Tok shares damage with her guardian!
Wajeia the halfling hits Tik Tok for (36 shared), 188 nature (188 total damage).
--------------------------------
Tik Tok uses Infusion: Wild.
Tik Tok speeds up.
Tik Tok is cured!
Tik Tok lessens the pain.
Time Shield is still on cooldown for 3 turns.
Tik Tok is confused and fails to use Invigorate.
Wajeia the halfling stops restoring Equilibrium.
Tik Tok's temporal clone slows down.
Wajeia the halfling's Slime Spit hits Tik Tok's temporal clone for 182 nature damage.
Tik Tok slows down.
Tik Tok is moving less freely.
Your summoned Tik Tok's temporal clone disappears.
Wajeia the halfling's Slime Spit hits Tik Tok's temporal clone for (15 shared) damage.
Wajeia the halfling's Slime Spit hits Tik Tok for 94 nature damage.
Wajeia the halfling's Slime Spit killed Tik Tok's temporal clone!
Wajeia the halfling uses Acidbeam.
Saving game...