Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Select your Escorts 1.7.0Allows 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 32 / 9% |
Size | big |
Lifes / Deaths | Killed by Glorurita the treant at level 11 on the 10th Mirth 122nd year of Ascendancy at 02:11 2 / 4Killed by Godatha the gigantic sandworm tunneler at level 22 on the 59th Haze 122nd year of Ascendancy at 08:34 Killed by Arusera the snow giant at level 30 on the 36th Regrowth 123rd year of Ascendancy at 00:50 Killed by elven cultist at level 32 on the 64th Regrowth 123rd year of Ascendancy at 00:46 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 15 (base 10) |
Magic | 99 (base 60) |
Willpower | 86 (base 60) |
Cunning | 50 (base 18) |
Resources
Life | 416/416 |
Mana | 697/697 |
Healing Factor | 1.0460311219418 |
Regeneration | 4.4456322682526 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -55% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 7 |
Infravision | 6 |
See Stealth | 6 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 40 |
Accuracy | 32 |
Crit Chance | 38% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Darkness | +7% |
Cold | +72% |
Blight | +6% |
Mind | +15% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Fire | +35% |
Temporal | +45% |
Blight | +35% |
Arcane | +50% |
Cold | +33% |
All | +25% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 12 |
Physical Save | 11 |
Spell Save | 58 |
Mental Save | 42 |
Defense: Resistances
Blight | + 15%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 49%( 70%) |
All | + 7%( 70%) |
Lightning | + 36%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 13%( 70%) |
Darkness | + 16%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 27% |
Confusion Resistance | 10% |
Knockback Resistance | 31% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 70% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 698% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 595 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1435% for 10 turns (72 total) and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Spell / Ice | 1.60 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Neriyalle the ghast. Escort: worried loremaster (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ethereal brass lantern of clarity ethereal brass lantern of clarity1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +6 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 | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.96 to 131.87 lightning damage (87.91 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | stralite torque of clear mind 'Ravensever' [power 3] (12/25 cooldown) stralite torque of clear mind 'Ravensever' [power 3] (12/25 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +20% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +15 (+3 eff.) Resists +9% temporal Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | conjurer's steel ring conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +7 (+1 eff.) Rings make your fingers look great! |
On fingers | gold ring 'Turichik' gold ring 'Turichik'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Cun +7 Mag dps ---------- Mind.crit +2% Spell.pwr +17 (+4 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Acc +15 (+6 eff.) ----- def ----- Max.HP +25.00 Disarm- +27% Pinning- +20% Knockbk- +31% Rings make your fingers look great! |
Around waist | Dourwither =13DEF= Dourwither =13DEF=1.0 T3 belt armor [Random Unique] Master While equipped: Stats +4 Dex +3 Cun +7 Lck dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% fire Res.pen +10% fire Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +13 (+3 eff.) Spell.save +8 (+2 eff.) Stealth +16 ---------- misc T.Disarm +10 Infravis +3 Size +1 A belt that goes around your waist. |
In main hand | elven-wood magestaff of the prodigy (129% power, 5 apr, cold element) elven-wood magestaff of the prodigy (129% power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +12 Mag +13 Wil +13 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) S.pwr/crit +6 Dmg.mod +25% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Floepyre the voratun gauntlets (0 def, 3 armour) Floepyre the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.crit +19.0% Spell.crit +7% Mind.crit +12% Crit.mult +10.00% Melee+ 5 darkness Dmg.mod +6% blight +12% cold +7% darkness Res.pen +10% blight Acc +15 (+6 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +10% darkness +9% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | Polamina the Sparkmaim (2 def, 0 armour) Polamina the Sparkmaim (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +6% Dmg.mod +12% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 30 ----- def ----- Defense +2 (+0 eff.) Resists +18% lightning +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Cracklehacker the copper amulet Cracklehacker the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Res.pen +25% arcane ----- def ----- Armour +8 Resists +3% lightning Spell.save +6 (+2 eff.) HP.reg +4.00 Blind- +20% Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 860%; cd 9) movement infusion of the wizard (speed 860%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 860% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; lightning, physical, darkness, mind, light) Prismatic Rune (6 turns; lightning, physical, darkness, mind, light)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 4 darkness, 3 mind, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 343; dur 4; cd 17) acid wave rune of the wizard (damage 343; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 342.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of cunning (+2) restful copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Coalsaw the steel amulet Coalsaw the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +6% blight +14% fire +12% darkness +17% cold Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
grounding gold amulet of willpower (+4) grounding gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +12% lightning Stun/Frz- +25% Amulets make your neck look great! |
Blazewing the copper ring Blazewing the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +5% light On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +6% mind Mind.save +6 (+2 eff.) ---------- misc Light +1 Rings make your fingers look great! |
Frostquake Frostquake0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% cold Melee Ret 2 mind ----- def ----- Resists +6% mind +6% cold HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
Voruwe the copper ring Voruwe the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +6% blight +5% nature +9% mind Mind.save +6 (+2 eff.) Poison- +12% Disease- +12% ---------- misc Max.psi +20.00 Rings make your fingers look great! |
copper ring of pilfering copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's copper ring of pilfering marksman's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +14 (+5 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's copper ring of nature (+20%) titan's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +4 (+4 eff.) Rings make your fingers look great! |
wizard's copper ring of perseverance wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
Boltkiller the gold ring Boltkiller the gold ring0.1 T3 ring jewelry [Random Unique] Master While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +6% lightning +6% all ----- def ----- Resists +3% cold +6% nature +6% temporal HP.reg +7.00 Stun/Frz- +70% Rings make your fingers look great! |
gladiator's gold ring gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +7 (+4 eff.) Rings make your fingers look great! |
Plague-Fire Sceptre (127% power, 4 apr, physical element) Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 125% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
woollen robe 'Anydar' (5 def, 0 armour) woollen robe 'Anydar' (5 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +6 Str +12 Mag +12 Wil dps ---------- Dmg.mod +9% lightning +11% physical +10% cold On Melee Ret: * 6% chance to slow global speed by 57% * 6 arcane resource burn ----- def ----- Defense +5 (+1 eff.) Resists +7% lightning +9% mind +9% cold +5% arcane +9% all HP.reg +4.00 Teleport- +20% ---------- misc Mana/turn +0.22 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+9 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Hettuzilandur Hettuzilandur1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +2 Cun +5 Con dps ---------- Mind.pwr +10 (+3 eff.) Apr +3 ----- def ----- Resists +5% fire +6% cold A belt that goes around your waist. |
Kheloziladig the Smolderzephyr Kheloziladig the Smolderzephyr1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Resists +6% fire +6% darkness +6% cold Die.at -60.00 life A belt that goes around your waist. |
rough leather belt of the vagrant rough leather belt of the vagrant1.0 T1 belt armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) A belt that goes around your waist. |
rough leather belt of unlife =UNDERWATER= rough leather belt of unlife =UNDERWATER=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
skylord's rough leather belt of shielding skylord's rough leather belt of shielding1.0 T1 belt armor [Ego+] Arcane/Nature While equipped: Stats +3 Str +3 Dex +2 Wil +2 Cun ----- def ----- Armour +5 Phys.save +11 (+10 eff.) Spell.save +11 (+3 eff.) Mind.save +11 (+4 eff.) Create a temporary shield that absorbs 170 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
murderer's linen cloak of sorcery (1 def, 0 armour) murderer's linen cloak of sorcery (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Dex +3 Mag +2 Wil +2 Cun dps ---------- Spell.crit +4% Acc +4 (+2 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yarokan the Brightviper (0 def, 1 armour) Yarokan the Brightviper (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Dmg.mod +9% acid Res.pen +5% acid Melee Ret 6 fire ----- def ----- Armour +1 Resists +5% arcane +15% acid Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of hardened leather boots 'Radhemnir' (0 def, 3 armour) pair of hardened leather boots 'Radhemnir' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Spell.pwr +4 (+1 eff.) Acc +10 (+4 eff.) Apr +5 ----- def ----- Armour +3 Resists +7% fire +7% cold Phys.save +9 (+9 eff.) ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots of rushing (0 def, 3 armour) undeterred pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Silence- +20% Confus- +22% Stun/Frz- +26% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Sparkspar the pair of dwarven-steel boots (10 def, 15 armour) Sparkspar the pair of dwarven-steel boots (10 def, 15 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +4 Con ----- def ----- Armour +15 Defense +10 (+2 eff.) Fatigue +3% Resists +12% lightning +3% nature ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tundra's kiss the pair of dwarven-steel boots (0 def, 4 armour) Tundra's kiss the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Res.pen +15% fire +20% cold Melee Ret 8 lightning ----- def ----- Armour +4 Fatigue +3% Resists +6% fire HP.reg +5.00 Heal.mod +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Emelina' (0 def, 1 armour) rough leather gloves 'Emelina' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +5% blight Phasing +30% ----- def ----- Armour +1 Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of war-making (0 def, 6 armour) heroic hardened leather gloves of war-making (0 def, 6 armour)1.0 T2 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +9% Mind.crit +7% Crit.mult +7.00% ----- def ----- Armour +6 Mind.save +9 (+3 eff.) Max.HP +58.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of spellstriking (0 def, 3 armour) drakeskin leather gloves of spellstriking (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 8 arcane Dmg.mod +5% arcane ----- def ----- Armour +3 Resists +6% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Floepython the hardened leather cap (0 def, 3 armour) Floepython the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +6 Dex +3 Con dps ---------- Phys.pwr +20 (+10 eff.) Dmg.mod +12% physical Res.pen +25% physical Apr +4 ----- def ----- Armour +3 Fatigue +3% Resists +6% cold A cap made of leather. |
Raintreason the hardened leather cap (0 def, 3 armour) Raintreason the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Disrupt While equipped: Stats +3 Dex +6 Mag +2 Con dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +6% cold +8% nature A cap made of leather. |
hardened leather cap 'Cuthogovon' (0 def, 3 armour) hardened leather cap 'Cuthogovon' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str +4 Wil +6 Con dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +15% blight Melee Ret 10 blight ----- def ----- Armour +3 Fatigue +3% Resists +10% blight Mind.save +8 (+3 eff.) A cap made of leather. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Jetreign the brass lantern Jetreign the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% nature +5% arcane Spell.save +9 (+2 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Runidil the brass lantern Runidil the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% temporal Phys.save +5 (+5 eff.) Max.HP +20.00 Heal.mod +12% Disease- +20% Silence- +10% Knockbk- +10% ---------- misc Light +3 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. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 137.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 137.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Breezekarma the iron pickaxe (dig speed 40 turns) Breezekarma the iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +15% nature +3% cold Res.pen +5% nature Melee Ret 4 nature ----- def ----- Resists +3% blight +12% temporal +20% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 205/400 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. |
Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+2 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+10 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 64 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Unaelder the Higher Archmage level 21
45th Haze 122nd year of Ascendancy at 11:16 see stats
By Unaelder the Higher Archmage level 26
78th Haze 122nd year of Ascendancy at 21:03 see stats
By Unaelder the Higher Archmage level 25
78th Haze 122nd year of Ascendancy at 07:38 see stats
By Unaelder the Higher Archmage level 32
55th Regrowth 123rd year of Ascendancy at 12:44 see stats
By Unaelder the Higher Archmage level 10
4th Mirth 122nd year of Ascendancy at 09:10 see stats
By Unaelder the Higher Archmage level 20
31st Haze 122nd year of Ascendancy at 02:40 see stats
By Unaelder the Higher Archmage level 30
27th Regrowth 123rd year of Ascendancy at 02:00 see stats
By Unaelder the Higher Archmage level 5
75th Pyre 122nd year of Ascendancy at 11:28 see stats
By Unaelder the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 09:56 see stats
By Unaelder the Higher Archmage level 23
74th Haze 122nd year of Ascendancy at 12:10 see stats
By Unaelder the Higher Archmage level 29
17th Regrowth 123rd year of Ascendancy at 22:00 see stats
By Unaelder the Higher Archmage level 24
76th Haze 122nd year of Ascendancy at 15:50 see stats
By Unaelder the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 06:06 see stats
By Unaelder the Higher Archmage level 24
76th Haze 122nd year of Ascendancy at 23:31 see stats
By Unaelder the Higher Archmage level 19
25th Haze 122nd year of Ascendancy at 08:38 see stats
Log
Velith the elven blood mage activates Hymn of Shadows.
Velith the elven blood mage deactivates Hymn of Detection.
Elven tempest is encased in ice!
Thunderstorm hits Unaelder for 21 lightning damage.
Unaelder's ice storm area effect hits Elven tempest for 145 cold damage.
Unaelder casts Arcane Reconstruction.
Unaelder slows down.
Unaelder receives 323 healing.
Velith the elven blood mage casts Blood Grasp.
Velith the elven blood mage's spell attains critical power!
Elven mage casts Earthen Missiles.
Elven mage's spell attains critical power!
Unaelder hits Elven tempest for (0 to ice), 16 lightning (16 total damage).
Velith the elven blood mage's Blood Grasp hits Unaelder for 211 blight damage.
Velith the elven blood mage receives 44 healing from Velith the elven blood mage's Blood Grasp.
Elven mage's Earthen Missiles hits Unaelder for 81 physical, 14 physical (95 total damage).
Elven mage's Earthen Missiles hits Unaelder for 45 physical, 8 physical (53 total damage).
Elven mage's Earthen Missiles hits Unaelder for 44 physical, 7 physical (51 total damage).
Elven cultist casts Drain.
Elven cultist's spell attains critical power!
Elven cultist hits Unaelder for 208 blight damage.
Unaelder the level 32 higher archmage was diseased to death by an elven cultist on level 1 of Mark of the Spellblaze.
Space restabilizes around you.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elven cultist killed Unaelder!
Saving game...
Saving done.