Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In 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: Improved Auto-explore and Rest 1.3.1Quality 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. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Items Vault 1.3.0Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 62 / 18% |
Size | big |
Lifes / Deaths | Killed by white crystal at level 1 on the 74th Pyre 122nd year of Ascendancy at 14:13 / 44Killed by Spellblaze Crystal at level 5 on the 77th Pyre 122nd year of Ascendancy at 03:22 Killed by Spellblaze Crystal at level 5 on the 77th Pyre 122nd year of Ascendancy at 05:27 Killed by Belota the forest troll at level 11 on the 8th Mirth 122nd year of Ascendancy at 00:45 Killed by Eilinenn the blue crystal at level 15 on the 1st Summertide 122nd year of Ascendancy at 05:07 Killed by Eilinenn the blue crystal at level 15 on the 1st Summertide 122nd year of Ascendancy at 07:59 Killed by multi-hued crystal at level 15 on the 1st Summertide 122nd year of Ascendancy at 09:28 Killed by multi-hued crystal at level 15 on the 1st Summertide 122nd year of Ascendancy at 09:38 Killed by snow giant thunderer at level 16 on the 1st Summertide 122nd year of Ascendancy at 12:19 Killed by Bethunn the cave bear at level 17 on the 1st Summertide 122nd year of Ascendancy at 15:13 Killed by Isedhewyn the polar bear at level 22 on the 2nd Summertide 122nd year of Ascendancy at 11:27 Killed by Isedhewyn the polar bear at level 22 on the 2nd Summertide 122nd year of Ascendancy at 12:14 Killed by Isedhewyn the polar bear at level 22 on the 2nd Summertide 122nd year of Ascendancy at 14:03 Killed by Layyvena the grizzly bear at level 27 on the 3rd Summertide 122nd year of Ascendancy at 20:49 Killed by Layyvena the grizzly bear at level 27 on the 3rd Summertide 122nd year of Ascendancy at 22:42 Killed by Bethubretha the water imp at level 34 on the 2nd Flare 122nd year of Ascendancy at 02:15 Killed by Bethubretha the water imp at level 34 on the 2nd Flare 122nd year of Ascendancy at 05:08 Killed by war hound at level 34 on the 2nd Flare 122nd year of Ascendancy at 06:28 Killed by luminous horror at level 37 on the 2nd Flare 122nd year of Ascendancy at 12:34 Killed by luminous horror at level 37 on the 2nd Flare 122nd year of Ascendancy at 13:06 Killed by headless horror at level 38 on the 2nd Flare 122nd year of Ascendancy at 17:30 Killed by carrion worm mass at level 40 on the 3rd Flare 122nd year of Ascendancy at 01:18 Killed by Neromina the luminous horror at level 42 on the 3rd Flare 122nd year of Ascendancy at 06:39 Killed by Neromina the luminous horror at level 42 on the 3rd Flare 122nd year of Ascendancy at 07:16 Killed by Neromina the luminous horror at level 42 on the 3rd Flare 122nd year of Ascendancy at 09:13 Killed by luminous horror at level 42 on the 3rd Flare 122nd year of Ascendancy at 11:04 Killed by Neromina the luminous horror at level 42 on the 3rd Flare 122nd year of Ascendancy at 12:02 Killed by Neromina the luminous horror at level 42 on the 3rd Flare 122nd year of Ascendancy at 12:43 Killed by Neromina the luminous horror at level 42 on the 3rd Flare 122nd year of Ascendancy at 13:00 Killed by luminous horror at level 42 on the 3rd Flare 122nd year of Ascendancy at 13:18 Killed by Neromina the luminous horror at level 42 on the 3rd Flare 122nd year of Ascendancy at 15:49 Killed by Xerubrelaith the king cobra at level 43 on the 5th Flare 122nd year of Ascendancy at 23:53 Killed by Xerubrelaith the king cobra at level 43 on the 6th Flare 122nd year of Ascendancy at 02:30 Killed by Islyvea the minotaur at level 43 on the 6th Flare 122nd year of Ascendancy at 04:16 Killed by Islyvea the minotaur at level 43 on the 6th Flare 122nd year of Ascendancy at 05:36 Killed by Islyvea the minotaur at level 43 on the 6th Flare 122nd year of Ascendancy at 07:18 Killed by Islyvea the minotaur at level 43 on the 6th Flare 122nd year of Ascendancy at 09:33 Killed by Islyvea the minotaur at level 43 on the 6th Flare 122nd year of Ascendancy at 10:43 Killed by Islyvea the minotaur at level 43 on the 6th Flare 122nd year of Ascendancy at 13:33 Killed by Poradheba the crimson ooze at level 46 on the 6th Flare 122nd year of Ascendancy at 21:09 Killed by Yvyldamina the bandit lord at level 56 on the 8th Flare 122nd year of Ascendancy at 06:26 Killed by Yvyldamina the bandit lord at level 56 on the 8th Flare 122nd year of Ascendancy at 07:47 Killed by Geleda the slimy ooze at level 57 on the 8th Flare 122nd year of Ascendancy at 16:54 Killed by Layeriselaith the giant army ant at level 61 on the 9th Flare 122nd year of Ascendancy at 02:54 |
Primary Stats
Strength | 146 (base 71) |
Dexterity | 39 (base 16) |
Constitution | 106 (base 71) |
Magic | 102 (base 71) |
Willpower | 88 (base 71) |
Cunning | 95 (base 71) |
Resources
Life | 2390/2390 |
Mana | 421/421 |
Stamina | 469/469 |
Healing Factor | 1.2 |
Regeneration | 12.529763589705 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +38.57182813409% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 10 |
See Stealth | 16 |
See Invisible | 17 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 285 |
Accuracy | 59 |
Crit Chance | 48% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72.504378136998 |
Crit Chance | 44% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 74.4 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 89.554209830799 (100%) |
Defense | 24.075 |
Ranged Defense | 39.279469314859 |
Fatigue | 0 |
Physical Save | 71.3 |
Spell Save | 83.767158060095 |
Mental Save | 50.683333333333 |
Defense: Resistances
All | + 17%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 35% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 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 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 851 life, and cure one cut or wound effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1386% over 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
Spell / Air | 1.40 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Enhancement | 1.40 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Magical combat | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat veteran | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Buckler Offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.40 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.40 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Two-handed assault | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Stone | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat techniques | 1.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Aegis | 1.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 3/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Inner Power |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Shock Hands |
talent | Arcane Combat |
talent | Shielding |
talent | Arcane Feed |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost sun paladin from death by Belota the forest troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Greatweapon Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by Layyvena the grizzly bear. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Eilinenn the blue crystal. Escort: temporal explorer (level 1 of Old Forest) | failed |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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 |
Equipment
On feet | Miremaster (0 def, 12 armour) Miremaster (0 def, 12 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +5% Effects on melee hit: * Slows global speed by 40% * 15% chance to blind Damage when hit (Melee): 16 nature Changes stats: +14 Mag Changes resistances: +15% acid / +6% fire / +12% cold / +3% nature / +11% lightning Changes damage: +6% acid / +6% light / +7% blight Physical save: +13 (+3 eff.) Spell save: +20 (+4 eff.) Mental save: +13 (+4 eff.) Disease immunity: +35% Stamina each turn: +0.80 Maximum stamina: +31.00 Spellpower: +9 (+2 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Light source | brass lantern 'Glorevea' brass lantern 'Glorevea'Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Changes resistances penetration: +5% arcane Mental save: +5 (+2 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower: +2 (+0 eff.) Light radius: +2 See stealth: +6 See invisible: +7 Damage Shield penetration: +40% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% 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 | iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Beladir the elm wand of conjuration [power 85] (6 cooldown) Beladir the elm wand of conjuration [power 85] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane / +6% acid Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Changes resistances penetration: +5% arcane Changes damage: +15% arcane Talent granted: +2 Ward It can be used to fire a bolt of a random element (dam 42-85), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring of blight (+10%) copper ring of blight (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | Dazzletide the rough leather belt Dazzletide the rough leather beltCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes resistances: +9% light Changes resistances penetration: +10% blight Changes damage: +6% blight Reduced damage from: +21% Summoned Stealth bonus: +6 Light radius: +3 A belt that goes around your waist. |
In main hand | Arthilar (57-91.2 power, 3 apr) Arthilar (57-91.2 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 57.0 - 91.2 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to disease * 24% chance to daze * Random elemental explosion Damage (Melee): +19 nature / +25 temporal Burst (radius 1) on hit: +8 blight When wielded/worn: Physical power: +17 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +5 Str / +5 Dex / +6 Mag / +6 Wil / +5 Cun / +12 Con Changes resistances penetration: +12% acid / +16% physical / +19% cold / +21% fire / +34% lightning Changes damage: +18% temporal Disarm immunity: +35% * Grants [Heavy Strike] Talent Massive two-handed swords. |
On hands | Mardidar the Coalguile (0 def, 2 armour) Mardidar the Coalguile (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Armour: +2 Damage (Melee): 13 light Changes stats: +2 Str / +10 Dex / +8 Cun Changes resistances: +10% light Changes damage: +6% light Grants telepathy: Humanoid/Orc Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Morningbane the stralite plate armour (7 def, 26 armour) Morningbane the stralite plate armour (7 def, 26 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +26 Defense: +7 (+4 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind Changes stats: +12 Str / +11 Con Changes resistances: +24% acid / +9% light Changes resistances penetration: +5% arcane / +20% light Changes damage: +3% blight Maximum life: +167.00 Spellpower: +4 (+1 eff.) A suit of armour made of metal plates. |
Cloak | cashmere cloak of implacability (2 def, 0 armour) cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 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... |
Inventory
regeneration infusion of the warrior (heal 795 over 5 turns) regeneration infusion of the warrior (heal 795 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 795 life over 5 turns. 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. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Talent mastery: +0.20 Spell / Charnel Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Giyanne (57.5-86.25 power, 2 apr) Giyanne (57.5-86.25 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 10% chance to disease * 25% chance for lightning to arc to a second target * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 blight / +17 lightning When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Armour: +4 Changes resistances: +6% darkness / +9% temporal Changes resistances penetration: +17% acid / +17% fire / +19% lightning / +14% cold Disease immunity: +25% Disarm immunity: +5% Teleport immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
Glitternaught the dwarven-steel mace (35.5-49.7 power, 4 apr) Glitternaught the dwarven-steel mace (35.5-49.7 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Light Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 12 light Changes stats: +4 Str Changes resistances: +9% light Changes resistances penetration: +15% nature Changes damage: +6% light / +8% physical Stamina when hit: +1.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. mossy mindstar 'Kelen' (2.5-2.75 power, 12 apr, nature damage)mossy mindstar 'Kelen' (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +14 bleed / +4 temporal / +4 cold Burst (radius 1) on hit: +16 physical When wielded/worn: Physical crit. chance: +14.0% Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 4 mind / 4 darkness Changes stats: +3 Cun / +1 Str Changes resistances: +3% acid / +4% light / +3% blight / +4% fire / +5% arcane / +4% mind Changes resistances penetration: +4% mind Changes damage: +14% physical / +8% darkness / +4% cold / +8% mind / +7% temporal Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +9.00% Maximum encumbrance: +10 Spell save: +6 (+1 eff.) Mental save: +10 (+3 eff.) Psi when hit: +0.90 Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +15% Infravision radius: +6 Damage Resonance (when hit): +9% It can be used to inflict 97.28 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 11 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Demon Arm (15-21 power, 4 apr) Demon Arm (15-21 power, 4 apr)Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 2 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bone Grab (10% chance level 2). Burst (radius 1) on hit: +20 blight When wielded/worn: Changes damage: +15% blight / +15% physical Maximum vim: +20.00 Spellpower: +9 (+2 eff.) This sceptre has been designed to look like the arm of a demon. Wait, it is the arm of a demon! Eww... |
Elybeth (30-36 power, 6 apr, physical damage) Elybeth (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Defense: +17 (+9 eff.) Damage (Melee): 7 % chance of confusion / 29 fire Changes stats: +3 Mag Changes resistances: +6% blight / +15% cold / +3% mind Changes damage: +12% blight / +30% cold / +6% mind Talent granted: +1 Command Staff Critical mult.: +59.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Spellpower: +34 (+8 eff.) Spell crit. chance: +18% See invisible: +16 Damage Shield penetration: +46% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal ash vilestaff of power (15-18 power, 3 apr, physical damage)infernal ash vilestaff of power (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +18 (+4 eff.) Spell crit. chance: +2% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. quick voratun swordbreaker of shearing (25-32.5 power, 6 apr)quick voratun swordbreaker of shearing (25-32.5 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 5 Base power: 25.0 - 32.5 Uses stats: 40% Str, 40% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Defense: +10 (+5 eff.) Changes stats: +5 Dex Changes resistances penetration: +11% physical Changes damage: +9% physical A small blade with many notches along its edge. |
Shockbile the dwarven-steel throwing knives (6/6, 16.5-21.45 power, 7 apr) Shockbile the dwarven-steel throwing knives (6/6, 16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: weapon / throwing knives ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Firing range: +4 Capacity: 6 On weapon hit: * 44% chance to daze Damage (Ranged): +4 lightning / +8 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 lightning When wielded/worn: Damage when hit (Melee): 11 nature These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun waraxe of crippling (42-58.8 power, 6 apr)plaguebringer's voratun waraxe of crippling (42-58.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * cripple the target Damage (Melee): +20 blight When wielded/worn: Physical crit. chance: +15.0% Disease immunity: +35% One-handed war axes. |
steel waraxe 'Grinodig' (19.5-27.3 power, 3 apr) steel waraxe 'Grinodig' (19.5-27.3 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom When wielded/worn: Damage when hit (Melee): 7 nature Changes resistances: +3% fire / +3% cold Changes damage: +9% mind Mental save: +6 (+2 eff.) Knockback immunity: +10% Teleport immunity: +15% One-handed war axes. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Gorihor the cashmere robe (2 def, 0 armour) Gorihor the cashmere robe (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes resistances: +28% acid / +22% cold / +19% mind / +19% darkness Changes resistances penetration: +5% mind Changes damage: +15% acid / +15% cold / +6% mind Physical save: +14 (+4 eff.) Spell save: +16 (+3 eff.) Mental save: +45 (+14 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% 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. |
voratun mail armour 'Blastvagrant' (5 def, 10 armour) voratun mail armour 'Blastvagrant' (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 16 lightning / 12 blight Changes stats: +7 Str Changes resistances: +30% lightning / +12% physical / +17% darkness Changes resistances penetration: +5% lightning Spell save: +3 (+1 eff.) Life regen: +13.90 Stamina each turn: +1.70 Equilibrium when hit: +0.08 Maximum life: +180.00 Spellpower: +4 (+1 eff.) Light radius: +1 Healing mod.: +39% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. nimble cured leather armour of the void (8 def, 4 armour)nimble cured leather armour of the void (8 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +7% Damage (Melee): 7 darkness Damage (Ranged): 7 darkness Changes stats: +4 Dex Changes resistances: +18% darkness / +18% temporal Movement speed: +20% Defense after a teleport: +18 Resist all after a teleport: +14% New effects duration reduction after a teleport: +18% It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 14 turns. A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
quiver of yew arrows of amnesia (23/23, 28.5-39.9 power, 10 apr) quiver of yew arrows of amnesia (23/23, 28.5-39.9 power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 28.5 - 39.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 23 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's quiver of dragonbone arrows of daylight (54/54, 65.5-91.7 power, 29 apr)sentry's quiver of dragonbone arrows of daylight (54/54, 65.5-91.7 power, 29 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 65.5 - 91.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Physical crit. chance: +3.0% Capacity: 54 Turns elapse between self-loadings: 2 Damage (Ranged): +19 light Damage against: +30% Undead Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 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. |
onyx onyx0.00 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. |
3 aquamarine 3 aquamarine0.00 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. |
3 opal 3 opal0.00 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)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 110 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
amethyst amethyst0.00 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. |
elm wand of trap destruction [power 19] (9 cooldown) elm wand of trap destruction [power 19] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (19 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 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. |
2 zircon 2 zircon0.00 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. |
Achievements
By goo gatz the Ogre Arcane Blade level 62
1st Dusk 122nd year of Ascendancy at 00:56 see stats
By goo gatz the Ogre Arcane Blade level 10
7th Mirth 122nd year of Ascendancy at 10:15 see stats
By goo gatz the Ogre Arcane Blade level 20
2nd Summertide 122nd year of Ascendancy at 04:17 see stats
By goo gatz the Ogre Arcane Blade level 30
1st Flare 122nd year of Ascendancy at 10:00 see stats
By goo gatz the Ogre Arcane Blade level 40
2nd Flare 122nd year of Ascendancy at 21:53 see stats
By goo gatz the Ogre Arcane Blade level 50
7th Flare 122nd year of Ascendancy at 10:16 see stats
By goo gatz the Ogre Arcane Blade level 42
5th Flare 122nd year of Ascendancy at 22:34 see stats
By goo gatz the Ogre Arcane Blade level 34
2nd Flare 122nd year of Ascendancy at 05:01 see stats
Log
You transfer Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) from the online item's vault.
Saving done.
Saving game...
You transfer Titanic (20 def, 18 armour, 320 block) from the online item's vault.
Saving done.
You gain 25.00 gold from the transmogrification of Borfast's Cage (10 def, 20 armour).
You transfer Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Zubeyana to the online item's vault.
Saving done.
Saving game...
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Saving done.
Goo gatz deactivates Inner Power.
Goo gatz deactivates Arcane Feed.
Goo gatz deactivates Feather Wind.
Goo gatz deactivates Shock Hands.
Goo gatz deactivates Crystalline Focus.
Goo gatz deactivates Thunderstorm.
The furious lightning storm around goo gatz calms down and disappears.
Goo gatz deactivates Fiery Hands.
Goo gatz deactivates Stone Skin.
Goo gatz deactivates Shielding.
Goo gatz deactivates Arcane Combat.
Goo gatz deactivates Arcane Shield.