










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Hulk! 1.4.8 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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: Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Doctornull's Class Pack 1.4.2This 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. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Hulk |
Class | Paradox Mage |
Level / Exp | 50 / 3932% |
Size | medium |
Lifes / Deaths | Killed by greater telugoroth at level 50 on the 22nd Pyre 123rd year of Ascendancy at 00:31 / 1 |
Primary Stats
Strength | 61 (base 39) |
Dexterity | 38 (base 15) |
Constitution | 45 (base 27) |
Magic | 68 (base 18) |
Willpower | 47 (base 15) |
Cunning | 59 (base 13) |
Resources
Life | -5731/761630 |
Paradox | 14925 |
Stamina | 2826/2826 |
Equilibrium | 0 |
Healing Factor | 0.72418604651163 |
Regeneration | 2.1725581395349 |
Speed
Mental | +67.47958120901% |
Attack | +67.47958120901% |
Movement | 0% |
Spell | +67.47958120901% |
Global | +153.84615384615% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Stealth | 71.230637920449 |
See Invisible | 71.230637920449 |
Offense: Mainhand
Damage | 52 |
Accuracy | 130 |
Crit Chance | 254% |
APR | 10 |
Speed | 0.60 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 100% |
Speed | 0.59708771229373 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 100% |
Speed | 0.59708771229373 |
Offense: Damage Bonus
Acid | +115% |
Blight | +115% |
Arcane | +123% |
Mind | +103% |
All | +100% |
Lightning | +152% |
Light | +108% |
Temporal | +103% |
Darkness | +122% |
Offense: Damage Penetration
Lightning | +5% |
Darkness | +15% |
Blight | +10% |
Arcane | +25% |
Acid | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 19.6 (30%) |
Defense | 134 |
Ranged Defense | 136 |
Fatigue | 0 |
Physical Save | 90 |
Spell Save | 87 |
Mental Save | 97 |
Defense: Resistances
Acid | + 70%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 86%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Disarm Resistance | 30% |
Confusion Resistance | 100% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (3/3)
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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Matter | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Gravity | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Stasis | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Timetravel | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.84 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
detrimental effect | Reduces global action speed by 30%. Slow |
detrimental effect | The target has been tethered to the location and has a 0% chance of being teleported back, creating an explosion for 179.58 physical and 179.58 temporal warp damage at both ends of the teleport. Spatial Tether |
detrimental effect | The target has been revealed, reducing its stealth power by 24. Luminescence |
detrimental effect | The target is wasting away, taking 366.63 temporal damage per turn. Wasting |
beneficial effect | Increases attack, spell, and mind speed by 67%. 3 Time Dilation |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 10. Illness |
detrimental effect | The target is unable to teleport and takes 504.94 temporal and 504.94 physical damage if they try. Dimensional Anchor |
beneficial effect | The target's defense and saves have been increased by 36. 3 Spin |
detrimental effect | The target is off balance and is 27% more likely to be crit by the target that set it up. In addition all its saves are reduced by 27. Set Up |
detrimental effect | The target is on fire, taking 140.01 fire damage per turn. Burning |
beneficial effect | The target's accuracy and power have been increased by 36. 3 Fateweaver |
beneficial effect | Countering melee attacks: Has a 58% chance to get an automatic counter attack when avoiding a melee attack. (1.0 counters remaining) Counter Attacking |
detrimental effect | The target is losing hope, all damage it does is reduced by 15%. Numbing Darkness |
detrimental effect | The target is poisoned, taking 41.43 nature damage per turn and decreasing all heals received by 62%. Insidious Poison |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (8). Armor Corroded |
detrimental effect | All direct healing done to the target fails, and is instead redirected to 12345's temporal clone at 87% effectiveness. Healing Nexus Redirection |
detrimental effect | The target's physical resistance has been reduced by -20%. Weakened Defenses |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by 12345. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You abandoned repented thief to death. Escort: repented thief (level 2 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed vial of squid ink. * You've found the needed vial of wight ectoplasm. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +1 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: -4% Changes stats: +1 Dex / +1 Con Maximum encumbrance: +23 Physical save: +5 (+1 eff.) Stamina each turn: +0.20 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 50% Cun, 70% Dex Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +30.0% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 35% chance to cause random gloom * 45% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * cripple the target Damage (Ranged): +4 temporal / +8 blight / +25 mind Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +8 temporal Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +6% temporal Changes damage: +3% lightning / +3% temporal Physical save: +6 (+1 eff.) Light radius: +2 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil / +4 Cun / +1 Con Changes resistances: +19% lightning Changes damage: +13% lightning Critical mult.: +13.00% Physical save: +10 (+2 eff.) Equilibrium when hit: +1.30 Psi when hit: +0.90 Hate when hit: +1.20 Only die when reaching: -60.00 life Maximum stamina: +5.00 Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 38% chance to corrode armour by 30% Changes stats: +12 Cun / +12 Mag Changes resistances: +12% nature / +12% acid It can be used to teleport randomly (rad 50), putting all charms on cooldown for 17 turns. When used: 100% chance to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 arcane / 20 blight Changes resistances: +15% acid / +17% fire / +18% cold / +16% lightning Changes resistances penetration: +25% arcane Changes damage: +12% arcane Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +6% acid Changes resistances penetration: +15% acid Changes damage: +15% acid Critical mult.: +25.00% Mental save: +36 (+6 eff.) Disarm immunity: +30% Pinning immunity: +30% Knockback immunity: +32% Maximum life: +32.00 Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Fatigue: -5% Changes resistances: +3% fire / +3% light / +6% mind Maximum encumbrance: +21 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 1) on hit: +16 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Physical crit. chance: +15.0% Defense: +30 (+5 eff.) Effects on melee hit: * 38% chance to blind Changes stats: +2 Cun Changes resistances penetration: +10% blight Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Mindpower: +2 (+1 eff.) Light radius: +10 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 172.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +20.0% Physical power: +10 (+4 eff.) Armour: +11 Changes stats: +6 Mag Changes resistances: +3% light Changes damage: +11% arcane Critical mult.: +15.00% Life regen: +4.00 Stamina each turn: +2.10 Only die when reaching: -20.00 life Maximum stamina: +31.00 Spell crit. chance: +19% Mental crit. chance: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 8 blight Changes resistances: +6% mind Changes damage: +15% blight / +3% mind Mental save: +12 (+2 eff.) A suit of armour made of leather. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+4 eff.) Armour: +10 Defense: +2 (+1 eff.) Fatigue: -8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness / 4 acid Changes resistances: +23% darkness / +17% cold Changes resistances penetration: +15% darkness Changes damage: +13% darkness Stealth bonus: +11 Maximum life: +62.00 Maximum stamina: +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 12% chance to blind * 9% chance to inflict 15% damage reduction Changes resistances: +9% light Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +8% light / +9% darkness Talent mastery: +0.34 Chronomancy / Chronomancy Physical save: +11 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +17 (+3 eff.) Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +11% lightning Mental save: +3 (+0 eff.) Confusion immunity: +15% Stun/Freeze immunity: +21% Knockback immunity: +5% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% fire / +9% darkness / +20% cold Changes resistances penetration: +5% darkness Changes damage: +10% cold Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Silence immunity: +25% Mana each turn: +0.12 Rings can have magical properties. |
![]() glacial voratun battleaxe of massacre (78.5-117.75 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +42 ice When wielded/worn: Armour: +21 Changes resistances penetration: +20% cold Massive two-handed battleaxes. |
![]() arcing iron dagger of daylight (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 light / +7 lightning Damage against: +8% Undead Sharp, short and deadly. |
![]() quick dwarven-steel dagger of massacre (25-32.5 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Dex Sharp, short and deadly. |
![]() mighty dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +21.0% Physical power: +15 (+5 eff.) Changes stats: +11 Str Longbows are used to shoot arrows at your foes. |
![]() chilling voratun longsword of massacre (56-78.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 56.0 - 78.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +30 cold Sharp, long, and deadly. |
![]() Radiancelash (46.5-65.1 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +13 (+2 eff.) Damage when hit (Melee): 12 mind Changes stats: +7 Dex Changes damage: +9% light / +15% arcane Grants telepathy: Humanoid/Orc Mental save: +40 (+7 eff.) Equilibrium when hit: +0.16 Maximum mana: +100.00 Mental crit. chance: +4% Damage Shield penetration: +68% Blunt and deadly. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +1% physical Physical save: +6 (+1 eff.) Maximum life: +10.00 Blunt and deadly. |
![]() Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Fatigue: -6% Changes stats: +1 Wil Grants telepathy: Humanoid/Orc Mental save: +2 (+0 eff.) Maximum psi: +11.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
![]() drakeskin leather sling 'Moldstreak' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 40% * 40% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +18% nature / +9% temporal Changes resistances penetration: +20% nature Changes damage: +9% nature / +12% physical Stamina each turn: +0.40 Healing mod.: +15% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Armour: +10 Armour Hardiness: +9% Effects on melee hit: * Slows global speed by 30% Changes stats: +8 Wil Changes damage: +25% darkness / +6% arcane / +6% nature Talent granted: +1 Command Staff Physical save: +10 (+2 eff.) Maximum mana: +40.00 Spellpower: +18 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 11 % chance of confusion Changes resistances: +9% acid Changes resistances penetration: +5% mind Changes damage: +18% mind / +42% fire Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+2 eff.) Spellpower: +25 (+7 eff.) Spell crit. chance: +11% Damage Shield penetration: +14% Staves designed for wielders of magic, by the greats of the art. |
![]() earthen dragonbone magestaff of might (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +9% Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +10 (+2 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% * 10% chance to cause random gloom Damage (Melee): +5 mind When wielded/worn: Changes stats: +1 Cun / +3 Wil Changes resistances penetration: +10% mind / +5% acid One-handed war axes. |
![]() Korurin (38.5-53.9 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +60 insidious poison When wielded/worn: Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Cun Changes resistances: +15% darkness / +12% temporal Reduces incoming crit damage: 20.00% Spell save: +15 (+3 eff.) Disarm immunity: +25% Pinning immunity: +20% One-handed war axes. |
![]() Noonpiety the voratun waraxe (57-79.8 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 57.0 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 54% chance to corrode armour by 30% Burst (radius 2) on crit: +16 acid / +16 light When wielded/worn: Changes damage: +15% light / +9% mind Maximum hate: +8.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +5% Light radius: +4 One-handed war axes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +12 (+2 eff.) Changes stats: +4 Cun Changes resistances: +12% blight / +12% nature Physical save: +7 (+2 eff.) Mental save: +30 (+5 eff.) Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() elven-silk cloak 'Huretohad' (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 27% chance to disease Damage when hit (Melee): 16 arcane Changes stats: +2 Str / +6 Mag / +3 Wil Changes resistances penetration: +12% arcane Changes damage: +15% arcane / +12% blight Grants telepathy: Demon/Minor Demon/Major Critical mult.: +25.00% Reduces incoming crit damage: 20.00% Maximum mana: +90.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +6% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Physical power: +22 (+7 eff.) Armour: +9 Damage when hit (Melee): 12 blight Changes stats: +5 Str / +1 Mag Critical mult.: +13.00% Life regen: +5.40 Stamina each turn: +1.10 Psi each turn: +0.40 Spell crit. chance: +19% Mental crit. chance: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() cleansing voratun helm of might (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con Changes resistances: +15% nature / +15% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() miner's voratun helm of precognition (11 def, 11 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +11 Defense: +11 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +1 Dex / +1 Wil / +2 Con Changes resistances: +5% lightning / +6% temporal Grants telepathy: Dragon A cap made of leather. |
![]() voratun helm of trickery (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() drakeskin leather armour 'Olaldil' (30 def, 18 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +30 (+5 eff.) Ranged Defense: +13 (+1 eff.) Fatigue: +8% Changes stats: +10 Cun / +15 Dex Changes resistances: +30% acid / +3% cold / +9% blight Physical save: +40 (+8 eff.) Disarm immunity: +10% Confusion immunity: +10% Pinning immunity: +5% Knockback immunity: +10% Movement speed: +20% A suit of armour made of leather. |
![]() duelist's reinforced leather armour of fire resistance (12 def, 13 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +12 (+2 eff.) Fatigue: +8% Changes stats: +8 Cun / +9 Dex Changes resistances: +27% fire A suit of armour made of leather. |
![]() radiant drakeskin leather armour of the wind (17 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +8.0% Armour: +8 Defense: +17 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +24% blight / +26% darkness Stamina each turn: +1.50 Light radius: +2 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 20 cooldown : Effective talent level: 5.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 150 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical A suit of armour made of leather. |
![]() troll-hide drakeskin leather armour of acid resistance (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +30% acid Life regen: +15.00 Maximum life: +68.00 Healing mod.: +30% A suit of armour made of leather. |
![]() Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back Damage (Ranged): +4 temporal / +26 physical Burst (radius 2) on crit: +4 temporal Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 21 blight Changes stats: +3 Str / +4 Mag Changes resistances penetration: +15% blight Maximum mana: +60.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() voratun pickaxe 'Rootbrace' (dig speed 7 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 27 arcane resource burn Damage when hit (Melee): 4 nature / 4 light Changes stats: +3 Str Changes resistances: +28% darkness / +9% blight / +6% cold / +6% nature / +16% fire Changes resistances penetration: +20% nature Damage affinity(heal): +15% darkness Infravision radius: +11 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 112 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +5.0% Armour: +12 Changes resistances penetration: +15% darkness Changes damage: +9% temporal Life regen: +1.00 Healing mod.: +10% It can be used to fire a blast of psionic energies in a range 8 beam dealing 317.05 to 634.10 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +6% fire Physical save: +20 (+4 eff.) Disease immunity: +5% Disarm immunity: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 105 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 7 hate. 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +3% light Light radius: +3 It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Cyruna [power 16] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 acid / 12 temporal Changes stats: +11 Wil Changes resistances penetration: +20% acid / +15% blight Critical mult.: +25.00% Spell save: +18 (+4 eff.) Mindpower: +6 (+2 eff.) It can be used to reveal the area around you, dispelling darkness (radius 16, power 78 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 17 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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 12345 the Hulk Paradox Mage level 40
31st Dusk 122nd year of Ascendancy at 22:41 see stats
By 12345 the Hulk Paradox Mage level 40
29th Dusk 122nd year of Ascendancy at 14:25 see stats
By 12345 the Hulk Paradox Mage level 50
8th Allure 123rd year of Ascendancy at 15:11 see stats
By 12345 the Hulk Paradox Mage level 46
63rd Haze 122nd year of Ascendancy at 19:59 see stats
By 12345 the Hulk Paradox Mage level 50
20th Pyre 123rd year of Ascendancy at 21:16 see stats
By 12345 the Hulk Paradox Mage level 41
36th Dusk 122nd year of Ascendancy at 11:59 see stats
By 12345 the Hulk Paradox Mage level 50
20th Pyre 123rd year of Ascendancy at 09:21 see stats
By 12345 the Hulk Paradox Mage level 50
79th Haze 122nd year of Ascendancy at 19:01 see stats
By 12345 the Hulk Paradox Mage level 10
74th Pyre 122nd year of Ascendancy at 14:03 see stats
By 12345 the Hulk Paradox Mage level 20
74th Pyre 122nd year of Ascendancy at 21:13 see stats
By 12345 the Hulk Paradox Mage level 30
24th Dusk 122nd year of Ascendancy at 07:36 see stats
By 12345 the Hulk Paradox Mage level 40
29th Dusk 122nd year of Ascendancy at 14:02 see stats
By 12345 the Hulk Paradox Mage level 50
68th Haze 122nd year of Ascendancy at 15:32 see stats
By 12345 the Hulk Paradox Mage level 50
10th Allure 123rd year of Ascendancy at 02:08 see stats
By 12345 the Hulk Paradox Mage level 50
21st Pyre 123rd year of Ascendancy at 23:37 see stats
By 12345 the Hulk Paradox Mage level 50
1st Decay 122nd year of Ascendancy at 15:28 see stats
By 12345 the Hulk Paradox Mage level 29
2nd Flare 122nd year of Ascendancy at 16:55 see stats
By 12345 the Hulk Paradox Mage level 50
8th Allure 123rd year of Ascendancy at 01:15 see stats
By 12345 the Hulk Paradox Mage level 2
74th Pyre 122nd year of Ascendancy at 11:13 see stats
By 12345 the Hulk Paradox Mage level 43
36th Dusk 122nd year of Ascendancy at 22:11 see stats
By 12345 the Hulk Paradox Mage level 50
21st Pyre 123rd year of Ascendancy at 23:37 see stats
By 12345 the Hulk Paradox Mage level 50
68th Haze 122nd year of Ascendancy at 21:13 see stats
By 12345 the Hulk Paradox Mage level 36
25th Dusk 122nd year of Ascendancy at 00:01 see stats
By 12345 the Hulk Paradox Mage level 38
25th Dusk 122nd year of Ascendancy at 10:48 see stats
By 12345 the Hulk Paradox Mage level 24
75th Pyre 122nd year of Ascendancy at 05:15 see stats
Log
Something hits 12345 for 32 physical, 3 physical, 3 blight, 3 physical, 2 light, 3 physical, 3 darkness, 6 physical, 5 blight, 1 physical, 1 blight (65 total damage).
Webs of Fate hits 12345 for 1 physical, 1 fire, 1 physical, 1 lightning, 1 physical, 1 darkness, 3 physical, 2 blight, 0 physical, 0 acid, 1 physical, 1 arcane, 18 physical, 12 fire, 21 physical, 14 fire (79 total damage).
12345 shrugs off the effect 'Blinded'!
12345 has been illuminated.
12345 shrugs off the effect 'Void Echoes'!
Something hits 12345 for 40 temporal, 40 physical (81 total damage).
12345 causes a tornado storm.
12345's spell attains critical power!
12345's spell attains critical power!
You've moved to another time thread.
12345 resists!
Something misses 12345.
12345 misses Something.
Something performs a melee critical strike against 12345!
12345 shrugs off the critical damage!
Something hits 12345 for 14 temporal damage.
Something hits 12345 for 38 physical, 3 physical, 3 blight, 3 physical, 2 light, 3 physical, 3 darkness, 6 physical, 5 blight, 1 physical, 1 blight (68 total damage).
Something hits 12345 for 14 temporal damage.
Wasting from Dredge hits 12345 for 78 temporal damage.
Insidious Poison from Dredge captain hits 12345 for 11 nature damage.
Burning from Temporal stalker hits 12345 for 42 fire damage.
12345 hits Something for (3 absorbed), 0 lightning, (6 absorbed), 0 darkness, (19 absorbed), 0 blight, (3 absorbed), 0 acid, (7 absorbed), 0 arcane (0 total damage).
Something hits 12345 for 14 temporal damage.
12345 shrugs off the effect 'Void Echoes'!
12345 has caused two threads to merge.
You've moved to another time thread.
12345 causes a meteor to fall from the sky.
12345's spell attains critical power!
You've moved to another time thread.
Saving game...