Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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. Ashes of Urh'Rok 1.4.0Official 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:
Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. 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: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.4Quality 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Items Vault 1.3.0Donators/Buyers bonus! Assassin 1.3.3Reworks the Rogue class. 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. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Logical Alchemists 1.3.3Makes alchemists focus on creating elixirs that you are not currently helping them with. 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 Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Shadowblade |
Level / Exp | 113 / 65% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 188 (base 100) |
Dexterity | 133 (base 100) |
Constitution | 133 (base 100) |
Magic | 121 (base 100) |
Willpower | 133 (base 100) |
Cunning | 138 (base 100) |
Resources
Mana | 2615/2615 |
Equilibrium | 0 |
Life | 6319/6319 |
Positive | 1341/1341 |
Stamina | 1604/1604 |
Paradox | 300 |
Healing Factor | 1.1 |
Regeneration | 169.06978489508 |
Speed
Mental | +96.034509970018% |
Attack | +66.85% |
Movement | +201.5% |
Spell | +96.034509970018% |
Global | +367.72156510501% |
Vision
Sight | 10 |
Lite | -1005 |
Infravision | 31 |
See Stealth | 261.57613601024 |
See Invisible | 343.08409454003 |
Stealth | 128.71917925876 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 459 |
Accuracy | 106 |
Crit Chance | 267% |
APR | 75 |
Speed | 0.51 |
Offense: Offhand
Damage | 231 |
Accuracy | 106 |
Crit Chance | 267% |
APR | 65 |
Speed | 0.51 |
Offense: Spell
Spellpower | 155 |
Crit Chance | 100% |
Speed | 0.51011426516328 |
Offense: Mind
Mindpower | 141 |
Crit Chance | 100% |
Speed | 0.59934072520228 |
Offense: Damage Bonus
All | +32% |
Defense: Base
Armour (hardiness) | 113.55 (30%) |
Defense | 118 |
Ranged Defense | 119 |
Fatigue | 0 |
Physical Save | 100 |
Spell Save | 68 |
Mental Save | 85 |
Defense: Resistances
All | + 37%( 76%) |
Defense: Immunities
Disarm Resistance | 97% |
Silence Resistance | 24% |
Confusion Resistance | 32% |
Fear Resistance | 100% |
Stun Resistance | 34% |
Instadeath Resistance | 100% |
Blind Resistance | 69% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (51% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1394% for 10 turns and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 966 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Temporal | 1.20 |
| 1/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Duellist | 1.50 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Phantasm | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Dual techniques | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.82 |
| 8/5 |
| 8/5 |
| 11/5 |
| 11/5 |
Cunning / Lethality | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Generic Talents
Cunning / Dead secrets | 1.30 |
| 9/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Celestial / Light | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Race / Thalore | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Combat training | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 8/5 |
| 10/5 |
| 8/5 |
| 9/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 10/5 |
| 8/5 |
| 11/5 |
Cunning / Survival | 1.62 |
| 11/5 |
| 2/5 |
| 8/5 |
| 11/5 |
Spell / Conveyance | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Deadly Strikes |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Stealth |
talent | Keen Senses |
talent | Blur Sight |
talent | Daunting Presence |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Premonition |
talent | Blade Flurry |
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 |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. * You have saved the Tree of Ages from its attacker. | done |
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 |
Equipment
On feet | pair of dwarven-steel boots 'Silota' (7 def, 4 armour) pair of dwarven-steel boots 'Silota' (7 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+1 eff.) Ranged Defense: +5 (+0 eff.) Fatigue: +3% Changes resistances: +10% fire / +16% temporal / +19% darkness / +9% cold Changes resistances penetration: +16% darkness / +13% temporal Changes damage: +12% blight / +3% arcane Critical mult.: +5.00% Spell save: +25 (+6 eff.) Silence immunity: +24% Confusion immunity: +32% Stun/Freeze immunity: +34% Mana each turn: +0.20 Vim when firing critical spell: +1.00 Maximum mana: +60.00 Defense after a teleport: +16 Resist all after a teleport: +14% New effects duration reduction after a teleport: +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | burglar's alchemist's lamp burglar's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +8 Cun Light radius: -7 Infravision radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Erysaruibers the Darktrencher (2 def, 0 armour) Erysaruibers the Darktrencher (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour * 20% chance to disease Damage when hit (Melee): 8 darkness / 12 acid Changes stats: +11 Mag / +11 Wil / +5 Cun Changes resistances: +3% acid Changes resistances penetration: +20% blight Changes damage: +6% acid / +10% temporal / +11% light / +11% physical / +15% darkness Spell save: +11 (+2 eff.) Life regen: +8.00 Spellpower: +5 (+1 eff.) Mindpower: +5 (+0 eff.) Damage Shield Power: +21% A pointy cloth hat, very wizardly... |
On hands | Blazeonslaught the drakeskin leather gloves (0 def, 3 armour) Blazeonslaught the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 15 cold Damage when hit (Melee): 8 acid Changes stats: +15 Str / +15 Dex / +15 Cun / +5 Con Changes resistances: +3% acid / +10% cold Changes damage: +11% cold Talent cooldown: Double Strike (-3 turns) Physical save: +75 (+12 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +46% Life regen: +4.00 Stamina each turn: +1.10 Maximum stamina: +37.00 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +5 Physical crit. chance: +45.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (30% chance level 5). On weapon hit: * 20% chance to corrode armour Damage (Melee): +29 physical Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +15 ice / +8 nature / +8 light / +4 acid Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron pickaxe 'Arcfame' (dig speed 4 turns) iron pickaxe 'Arcfame' (dig speed 4 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +5 Physical crit. chance: +7.0% Physical power: +11 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 4 lightning / 12 fire / 8 mind Changes stats: +11 Str / +6 Dex / +5 Wil / +4 Cun / +2 Con Changes resistances: +3% lightning / +7% darkness / +11% nature Changes resistances penetration: +20% lightning Changes damage: +6% nature / +6% fire Damage affinity(heal): +15% darkness Critical mult.: +12.00% Stamina each turn: +0.40 Maximum life: +24.00 Maximum stamina: +28.00 Mental crit. chance: +7% Light radius: +1 Infravision radius: +10 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ulegar the stralite ring Ulegar the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Effects on melee hit: * 26% chance to blind Effects on ranged hit: * 20% chance to blind Changes stats: +9 Str / +7 Mag / +8 Wil Changes resistances: +25% acid / +4% physical / +24% cold / +20% fire / +22% lightning Changes resistances penetration: +10% acid Changes damage: +9% acid Blindness immunity: +31% Stamina each turn: +0.60 Maximum life: +20.00 Maximum stamina: +10.00 Spellpower: +13 (+2 eff.) Infravision radius: +5 See stealth: +20 See invisible: +21 Healing mod.: +10% Rings can have magical properties. |
On fingers | Cloudhunt the gold ring Cloudhunt the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +52 (+5 eff.) Changes stats: +7 Str / +1 Cun / +8 Con Changes resistances: +3% darkness Changes resistances penetration: +5% lightning Changes damage: +12% lightning / +12% all Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +38% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 Spellpower: +44 (+5 eff.) Mindpower: +53 (+6 eff.) Infravision radius: +5 See stealth: +17 See invisible: +15 Rings can have magical properties. |
Around neck | Shadepunish ShadepunishInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Armour: +7 Defense: +10 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 20 darkness / 8 temporal Changes stats: +6 Con Changes resistances: +12% light Changes resistances cap: +6% all Changes resistances penetration: +5% darkness / +5% temporal Talent masteries: +0.32 Cunning / Survival +0.32 Cunning / Ambush Critical mult.: +18.00% Physical save: +26 (+4 eff.) Life regen: +2.10 Maximum life: +70.00 Amulets can have magical properties. |
In main hand | Zeryfang the voratun dagger (38-49.4 power, 19 apr) Zeryfang the voratun dagger (38-49.4 power, 19 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +26% Damage (Melee): +9 darkness / +15 lightning Damage against: +11% Living When wielded/worn: Physical crit. chance: +10.0% Physical power: +24 (+2 eff.) Changes stats: +4 Str / +5 Dex / +6 Con Changes resistances: +5% arcane Changes resistances penetration: +14% acid / +12% physical / +14% cold / +14% fire / +12% lightning Disarm immunity: +26% Infravision radius: +3 Sharp, short and deadly. |
Around waist | Runostir the drakeskin leather belt Runostir the drakeskin leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Changes stats: +4 Dex / +7 Wil / +3 Con Changes resistances: +14% light / +14% darkness Reduces incoming crit damage: 5.00% Physical save: +15 (+2 eff.) Mental save: +32 (+6 eff.) Maximum life: +110.00 Spellpower: +20 (+2 eff.) Mindpower: +11 (+1 eff.) See invisible: +12 It can be used to create a temporary shield that absorbs 383 damage, putting all charms on cooldown for 12 turns. A belt that goes around your waist. |
In off hand | balanced voratun dagger of daylight (39-50.7 power, 9 apr) balanced voratun dagger of daylight (39-50.7 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +9 light Damage against: +17% Undead When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +7 (+1 eff.) Disarm immunity: +25% Sharp, short and deadly. |
Cloak | spellcowled cashmere cloak (2 def, 0 armour) spellcowled cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +1 Wil Spell save: +11 (+2 eff.) Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Armestir' (5 def, 0 armour) elven-silk robe 'Armestir' (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +2.0% Defense: +5 (+1 eff.) Changes stats: +5 Cun / +2 Con Changes resistances: +12% acid / +15% temporal / +30% light / +22% nature Changes damage: +15% temporal / +18% darkness / +37% light / +15% nature / +20% all Physical save: +25 (+4 eff.) Spellpower: +25 (+3 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the wizard (resist 22%; cure mental) wild infusion of the wizard (resist 22%; 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: 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 mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Flashreek the voratun amulet Flashreek the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +39 (+7 eff.) Defense: +34 (+5 eff.) Fatigue: -6% Damage when hit (Melee): 8 nature Changes stats: +10 Str / +6 Wil / +40 Lck Changes resistances: +43% lightning / +26% temporal Changes damage: +9% lightning Physical save: +15 (+2 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +24% Pinning immunity: +50% Stun/Freeze immunity: +44% Knockback immunity: +50% Maximum stamina: +15.00 Mindpower: +15 (+1 eff.) Reduce all damage from unseen attackers: 40% Amulets can have magical properties. |
Glowedge GlowedgeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour Changes stats: +4 Wil Changes resistances: +3% light Changes damage: +6% light Physical save: +27 (+4 eff.) Spell save: +27 (+6 eff.) Mental save: +25 (+5 eff.) Light radius: +3 Amulets can have magical properties. |
voratun amulet 'Unlightwilter' voratun amulet 'Unlightwilter'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +14% temporal / +3% darkness / +21% fire / +27% mind / +27% cold Changes resistances penetration: +5% darkness / +25% nature Changes damage: +9% darkness Talent masteries: +0.32 Technique / Conditioning +0.32 Technique / Duellist Physical save: +24 (+4 eff.) Spell save: +22 (+5 eff.) Mental save: +22 (+4 eff.) Confusion immunity: +50% Pinning immunity: +45% Knockback immunity: +50% Amulets can have magical properties. |
Ring of Ages Ring of AgesInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% acid / +10% temporal / +10% nature Changes damage: +10% acid / +10% temporal / +10% nature It can be used to reduce the duration of all your status effects by 4, costing 12 power out of 30/30. Ages come and go, life grows and decays, Entropy always wins, but Nature will endure until the end. |
Silussra the Thunderhack Silussra the ThunderhackCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 30% chance to daze * 10% chance to disease Damage when hit (Melee): 4 blight Changes stats: +3 Dex Changes resistances penetration: +15% lightning Changes damage: +6% blight Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +23% Maximum life: +22.00 Rings can have magical properties. |
copper ring of nature (+20%) copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
balanced voratun dagger of massacre (43-55.9 power, 9 apr) balanced voratun dagger of massacre (43-55.9 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 43.0 - 55.9 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +19% Sharp, short and deadly. |
insidious stralite dagger of massacre (39.5-51.35 power, 9 apr) insidious stralite dagger of massacre (39.5-51.35 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 39.5 - 51.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 insidious poison Sharp, short and deadly. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes damage: +20% cold / +20% arcane / +20% light Mental save: +8 (+1 eff.) Vim when firing critical spell: +4.00 Spellpower: +30 (+4 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven elven-silk robe of life (5 def, 0 armour) mindwoven elven-silk robe of life (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +12% blight Mental save: +23 (+4 eff.) Life regen: +3.20 Maximum life: +67.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +4% Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of hardened leather boots of uncanny dodging (5 def, 3 armour) grounding pair of hardened leather boots of uncanny dodging (5 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +3% Changes resistances: +5% lightning / +8% temporal A pair of boots made of leather. |
hardened leather gloves of dexterity (+4) (0 def, 2 armour) hardened leather gloves of dexterity (+4) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +2 Changes stats: +4 Dex When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour) eldritch 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: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +5 Con Changes damage: +7% arcane Mana each turn: +0.90 Mana when hit: +0.80 Maximum mana: +48.00 Spellpower: +7 (+1 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 4 cooldown : Effective talent level: 6.0 Power cost: 4 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 28 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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... |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
obsidian obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
382 alchemist agate 382 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+2 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+2 eff.) Changes damage: +4% all Latent Damage Type: Acid 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (5/5) Rod of Recall (5/5)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 75 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. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 tiny geode 3 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Blazerend [power 105] (3 cooldown) Blazerend [power 105] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +6 (+1 eff.) Fatigue: -6% Maximum wards: +4 lightning / +4 temporal / +2 blight / +4 fire / +5 cold Changes resistances penetration: +15% fire Changes damage: +6% fire Talent granted: +2 Ward Reduces incoming crit damage: 15.00% Maximum encumbrance: +10 Mana each turn: +0.24 It can be used to creates a wall of flames lasting 4 turns (dealing 145 fire damage overall), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+1 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 12 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. |
2 opal 2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 tiger's eye 2 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sigilae Nouriar the Thalore Shadowblade level 83
6th Flare 122nd year of Ascendancy at 01:34 see stats
By Sigilae Nouriar the Thalore Shadowblade level 53
4th Flare 122nd year of Ascendancy at 00:13 see stats
By Sigilae Nouriar the Thalore Shadowblade level 99
2nd Dusk 122nd year of Ascendancy at 06:20 see stats
By Sigilae Nouriar the Thalore Shadowblade level 76
5th Flare 122nd year of Ascendancy at 21:49 see stats
By Sigilae Nouriar the Thalore Shadowblade level 10
79th Pyre 122nd year of Ascendancy at 21:50 see stats
By Sigilae Nouriar the Thalore Shadowblade level 20
2nd Mirth 122nd year of Ascendancy at 17:28 see stats
By Sigilae Nouriar the Thalore Shadowblade level 30
8th Mirth 122nd year of Ascendancy at 04:07 see stats
By Sigilae Nouriar the Thalore Shadowblade level 40
8th Mirth 122nd year of Ascendancy at 22:23 see stats
By Sigilae Nouriar the Thalore Shadowblade level 50
3rd Flare 122nd year of Ascendancy at 22:07 see stats
By Sigilae Nouriar the Thalore Shadowblade level 75
5th Flare 122nd year of Ascendancy at 21:05 see stats
By Sigilae Nouriar the Thalore Shadowblade level 37
8th Mirth 122nd year of Ascendancy at 16:15 see stats
By Sigilae Nouriar the Thalore Shadowblade level 26
7th Mirth 122nd year of Ascendancy at 19:59 see stats
By Sigilae Nouriar the Thalore Shadowblade level 53
4th Flare 122nd year of Ascendancy at 00:25 see stats
By Sigilae Nouriar the Thalore Shadowblade level 45
10th Mirth 122nd year of Ascendancy at 02:53 see stats
By Sigilae Nouriar the Thalore Shadowblade level 36
8th Mirth 122nd year of Ascendancy at 13:16 see stats
By Sigilae Nouriar the Thalore Shadowblade level 20
2nd Mirth 122nd year of Ascendancy at 17:28 see stats
Log
You gain 25.00 gold from the transmogrification of mossy mindstar 'Flashripper' (2-2.2 power, 12 apr, nature damage).
You gain 25.00 gold from the transmogrification of Belablek the pulsing mindstar (12.5-13.75 power, 32 apr, mind damage).
You gain 5.54 gold from the transmogrification of quick steel mace of nature (15.5-21.7 power, 3 apr).
You gain 3.80 gold from the transmogrification of elemental iron mace (12.5-17.5 power, 2 apr).
You gain 9.69 gold from the transmogrification of warbringer's steel greatsword of disruption (22.5-36 power, 2 apr).
You gain 16.46 gold from the transmogrification of thunderous stralite greatsword of ruin (50-80 power, 3 apr).
You gain 5.29 gold from the transmogrification of steel greatsword of evisceration (25.5-40.8 power, 2 apr).
You gain 2.90 gold from the transmogrification of hateful steel greatsword of massacre (37-59.2 power, 2 apr).
You gain 11.11 gold from the transmogrification of caustic dwarven-steel greatsword of ruin (35.5-56.8 power, 2 apr).
You gain 8.10 gold from the transmogrification of balanced dwarven-steel greatsword of nature (34.5-55.2 power, 2 apr).
You gain 25.00 gold from the transmogrification of iron greatmaul 'Porikira' (16.5-24.75 power, 1 apr).
You gain 6.21 gold from the transmogrification of inquisitor's steel greatmaul of crippling (26-39 power, 2 apr).
You gain 6.29 gold from the transmogrification of blazebringer's steel dagger of ruin (11-14.3 power, 6 apr).
You gain 5.84 gold from the transmogrification of warbringer's iron battleaxe (14.5-21.75 power, 1 apr).
You gain 6.20 gold from the transmogrification of elemental steel battleaxe of amnesia (20.5-30.75 power, 2 apr).
You gain 2.77 gold from the transmogrification of marksman's steel ring of corrosion (+28%).
There is a way to the old forest here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Sigilae Nouriar deactivates Arcane Feed.
Sigilae Nouriar deactivates Stealth.
Sigilae Nouriar deactivates Keen Senses.
Sigilae Nouriar deactivates Daunting Presence.
Sigilae Nouriar deactivates Essence of Speed.
Sigilae Nouriar deactivates Blur Sight.
Sigilae Nouriar deactivates Blade Flurry.
Sigilae Nouriar deactivates Phantasmal Shield.
Sigilae Nouriar deactivates Shadow Combat.
Sigilae Nouriar deactivates Shadow Feed.
Sigilae Nouriar deactivates Deadly Strikes.
Sigilae Nouriar deactivates Premonition.