Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. 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. Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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. Items Vault 1.3.0Donators/Buyers bonus! Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 29 / 51% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 30 (base 10) |
Dexterity | 75 (base 40) |
Constitution | 32 (base 21) |
Magic | 81 (base 60) |
Willpower | 24 (base 12) |
Cunning | 46 (base 16) |
Resources
Life | 771/771 |
Mana | 338/338 |
Paradox | 200 |
Positive | 0/114 |
Healing Factor | 1 |
Regeneration | 2.25 |
Speed
Mental | +15% |
Attack | +15% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 17.627673129068 |
See Invisible | 17.627673129068 |
Offense: Mainhand
Damage | 129 |
Accuracy | 66 |
Crit Chance | 16% |
APR | 14 |
Speed | 0.61 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 25% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 39.1 |
Crit Chance | 14% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 38.288836564534 |
Ranged Defense | 45.525891043023 |
Fatigue | 12 |
Physical Save | 21.55 |
Spell Save | 29.075 |
Mental Save | 35.45 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 175.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution 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 505 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Bow Threading | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Phase Pulse |
talent | Chant of Fortress |
talent | Weapon Folding |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)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 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 263. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed snow giant kidney. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed mummified bone. * You've found the needed vial of fire wyrm saliva. 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | [vs. Daireblek (0 def, 4 armour) (On feet)] Daireblek (0 def, 4 armour)Daireblek (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Changes stats: +1(-) Mag / +3(-) Wil / +4(-) Con Changes resistances: +39%(-) darkness / +36%(-) temporal Changes resistances penetration: +5%(-) blight / +6%(-) physical / +27%(-) darkness / +28%(-) temporal Vim when firing critical spell: +1.00 (-) Spellpower on spell critical (stacks up to 3 times): +2 (-) Spell crit. chance: +2% (-) Mindpower: +5 (+2 eff.) (-) Defense after a teleport: +42 (-) Resist all after a teleport: +31% (-) New effects duration reduction after a teleport: +54% (-) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | [vs. Cyrytira the quiver of elven-wood arrows (22/22, 45.5-63.7 power, 14 apr) (Quiver)] Cyrytira the quiver of elven-wood arrows (22/22, 45.5-63.7 power, 14 apr)Cyrytira the quiver of elven-wood arrows (22/22, 45.5-63.7 power, 14 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 50% Mag, 70% Dex Damage type: Arcane Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 (-) Physical crit. chance: +2.5% (-) Capacity: 22 (-) On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +11(-) temporal / +4(-) arcane / +13(-) physical Burst (radius 2) on crit: +8(-) arcane Arrows are used with bows to pierce your foes to death. |
Light source | [vs. Umbraphage (Light source)] UmbraphageUmbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20%(-) darkness Changes resistances penetration: +10%(-) darkness Changes damage: +15%(-) light / +15%(-) darkness Damage affinity(heal): +20%(-) darkness Talent masteries: +0.20(-) Cursed / Shadows Mental save: +10 (+5 eff.) (-) Mindpower: +10 (+5 eff.) (-) Light radius: +10 (-) Absorbs all darkness (power 83, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 286.07 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | [vs. Un'fezan's Cap (1 def, 0 armour) (On head)] Un'fezan's Cap (1 def, 0 armour)Un'fezan's Cap (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +8(-) Cun / +4(-) Wil Changes resistances: +10%(-) temporal / +10%(-) physical Talent masteries: +0.20(-) Chronomancy / Timetravel Spellpower: +8 (+3 eff.) (-) Mindpower: +8 (+4 eff.) (-) Reduces paradox anomalies(equivalent to willpower): +5 (-) It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 4 accuracy). The wormholes will last 4 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Tool | [vs. Xanykira (dig speed 24 turns) (Tool)] Xanykira (dig speed 24 turns)Xanykira (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8(-) mind Changes stats: +2(-) Str Changes resistances: +6%(-) mind Changes resistances penetration: +10%(-) temporal Changes damage: +6%(-) temporal Infravision radius: +2 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. conjurer's gold ring of misery (On fingers, 1 of 2)] conjurer's gold ring of miseryconjurer's gold ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 0(-13) item mind gloom / 5(-) bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 0(-13) item mind gloom / 8(-) bleed Changes stats: +5(-) Mag / +5(-) Wil / +3(-) Cun Hate when firing a critical mind attack: +1.00 (-) Maximum hate: +7.00 (-) Spellpower: +5 (+2 eff.) (-) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. conjurer's gold ring of misery (On fingers, 1 of 2)] sneakthief's steel ring of blinding strikessneakthief's steel ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 19% chance to blind Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Effects on ranged hit: * 14% chance to blind Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +5 Dex / +0(-5) Mag / +0(-5) Wil / +5(+2) Cun Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | [vs. Emblem of Evasion (Around waist)] Emblem of EvasionEmblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) (-) Changes stats: +12(-) Dex / +10(-) Cun / +8(-) Lck Deflect projectiles away: +15% (-) Slows Projectiles: +30% (-) It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 32 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | [vs. Epoch's Curve (In main hand, 1 of 2)] Epoch's CurveEpoch's Curve Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% (-) Firing range: +8 (-) When wielded/worn: Damage (Ranged): 15(-) temporal Changes stats: +5(-) Dex / +4(-) Mag Changes damage: +10%(-) temporal Talent masteries: +0.10(-) Chronomancy / Bow Threading Life regen: +2.00 (-) Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. Tap to cycle through comparison choices |
On hands | [vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +8%(-) darkness / +8%(-) temporal Changes resistances penetration: +10%(-) darkness / +10%(-) temporal Changes damage: +8%(-) darkness / +8%(-) temporal N.Energy each turn: +0.20 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +3% (-) Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | [vs. cured leather armour 'Deliledil' (2 def, 4 armour) (Main armor)] cured leather armour 'Deliledil' (2 def, 4 armour)cured leather armour 'Deliledil' (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Cun / +1(-) Con Changes resistances: +21%(-) acid / +18%(-) fire Reduces incoming crit damage: 10.00% (-) Light radius: +1 (-) Combat speed: +15% (-) Casting speed: +15% (-) Mental speed: +15% (-) A suit of armour made of leather. |
Cloak | [vs. Ethereal Embrace (10 def, 0 armour) (Cloak)] Ethereal Embrace (10 def, 0 armour)Ethereal Embrace (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) (-) Changes stats: +8(-) Mag Changes resistances: +12%(-) arcane / +12%(-) darkness Changes damage: +15%(-) arcane / +15%(-) darkness Talent masteries: +0.10(-) Spell / Aether +0.20(-) Spell / Arcane +0.20(-) Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 (-) Spell crit. chance: +6% (-) Damage Shield Duration: +1 (-) Damage Shield Power: +15% (-) Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 102.93 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | [vs. Daneth's Neckguard (Around neck)] Daneth's NeckguardDaneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 (-) Fatigue: +2% (-) Changes stats: +6(-) Str / +6(-) Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
manasurge rune of the psychic (1338% regen over 10 turns; 67 instant mana) manasurge rune of the psychic (1338% regen over 10 turns; 67 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1338% over 10 turns and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (696% regen over 10 turns; 35 instant mana) manasurge rune of the psychic (696% regen over 10 turns; 35 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 696% over 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (760% regen over 10 turns; 38 instant mana) manasurge rune of the titan (760% regen over 10 turns; 38 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 760% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (795% regen over 10 turns; 40 instant mana) manasurge rune of the titan (795% regen over 10 turns; 40 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 795% over 10 turns and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (769% regen over 10 turns; 38 instant mana) manasurge rune of the titan (769% regen over 10 turns; 38 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 769% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Phase Door [phase door rune of the psychic (range 9; power 30; dur 6)] (on body)] phase door rune (range 5; power 15; dur 4)phase door rune (range 5; power 15; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8(-1) Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5(-4). Afterwards you stay out of phase for 4(-2) turns. In this state all new negative status effects duration is reduced by 15%(-14%), your defense is increased by 15(-14) and all your resistances by 15%(-14%). Its effects scale with your -Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Phase Door [phase door rune of the psychic (range 9; power 30; dur 6)] (on body)] phase door rune of the psychic (range 10; power 27; dur 6)phase door rune of the psychic (range 10; power 27; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8(-1) Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10(+1). Afterwards you stay out of phase for 6(-) turns. In this state all new negative status effects duration is reduced by 27%(-2%), your defense is increased by 27(-2) and all your resistances by 27%(-2%). Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Phase Door [phase door rune of the psychic (range 9; power 30; dur 6)] (on body)] phase door rune of the titan (range 11; power 30; dur 5)phase door rune of the titan (range 11; power 30; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9(-) Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11(+3). Afterwards you stay out of phase for 5(-1) turns. In this state all new negative status effects duration is reduced by 30%(+1%), your defense is increased by 30(+1) and all your resistances by 30%(+1%). Its effects scale with your -Willpower, +Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (57 acid damage; dur 5; apply 20) acid wave rune (57 acid damage; dur 5; apply 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 57.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 20. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (135 acid damage; dur 5; apply 21) acid wave rune (135 acid damage; dur 5; apply 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 135.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (41 cold damage; 20 apply power) biting gale rune (41 cold damage; 20 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 41.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (101 cold damage; 45 apply power) biting gale rune of the sneak (101 cold damage; 45 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 101.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 45. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Heat Beam [heat beam rune of the titan (176 fire damage)] (on body)] heat beam rune of the duelist (196 fire damage)heat beam rune of the duelist (196 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 5 Cooldown: 14(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 196.00(+20.40) fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your -Constitution, +Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 196 for 5 turns) shielding rune (absorb 196 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 196 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 275 for 4 turns) shielding rune of the duelist (absorb 275 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 275 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 312 for 4 turns) shielding rune of the duelist (absorb 312 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 312 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 156 for 4 turns) shielding rune of the warrior (absorb 156 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 156 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 25) teleportation rune (range 25)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 25 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 35) teleportation rune (range 35)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 96) teleportation rune of the duelist (range 96)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 63) teleportation rune of the titan (range 63)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 11; dur 12; see animal) vision rune (radius 11; dur 12; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 10) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any animal around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 9; dur 12; see horror) vision rune of the wizard (radius 9; dur 12; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 25) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any horror around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 9; dur 13; see dragon) vision rune of the wizard (radius 9; dur 13; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 23) for 13 turns. Your mind will become more receptive for 13 turns, allowing you to sense any dragon around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Daneth's Neckguard (Around neck)] grounding copper amulet of willpower (+3)grounding copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-10) Fatigue: +0% (-2%) Changes stats: +0(-6) Str / +3 Wil / +0(-6) Con Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
[vs. Daneth's Neckguard (Around neck)] warrior's copper amulet of cunning (+3)warrior's copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-10) Fatigue: +0% (-2%) Changes stats: +0(-6) Str / +3 Cun / +0(-6) Con Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
[vs. Daneth's Neckguard (Around neck)] Choker of DreadChoker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +0 (-10) Fatigue: +0% (-2%) Changes stats: +0(-6) Str / +0(-6) Con Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
[vs. Daneth's Neckguard (Around neck)] starlit gold amulet of healingstarlit gold amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +0 (-10) Fatigue: +0% (-2%) Changes stats: +0(-6) Str / +0(-6) Con Changes resistances: +18% light / +10% darkness Blindness immunity: +23% Cut immunity: +60% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 268 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
[vs. Daneth's Neckguard (Around neck)] grounding stralite amulet of dexterity (+3)grounding stralite amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +0 (-10) Fatigue: +0% (-2%) Changes stats: +0(-6) Str / +3 Dex / +0(-6) Con Changes resistances: +20% lightning Stun/Freeze immunity: +27% Amulets can have magical properties. |
[vs. Daneth's Neckguard (Around neck)] insulating stralite amulet of cunning (+4)insulating stralite amulet of cunning (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +0 (-10) Fatigue: +0% (-2%) Changes stats: +0(-6) Str / +4 Cun / +0(-6) Con Changes resistances: +11% fire / +13% cold Amulets can have magical properties. |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] gladiator's copper ring of nature (+22%)gladiator's copper ring of nature (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +5 Str / +0(-5) Mag / +0(-5) Wil / +0(-3) Cun / +4 Con Changes resistances: +22% nature Changes damage: +11% nature Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] Bumnir the LavamonsterBumnir the Lavamonster Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +0(-5) Mag / +0(-5) Wil / +0(-3) Cun Changes resistances: +6% blight / +24% light / +24% darkness Changes resistances penetration: +10% blight Changes damage: +3% fire / +12% light / +12% darkness Maximum encumbrance: +22 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +0(-5) Mag / +0(-5) Wil / +6(+3) Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum stamina: +25.00 Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] gladiator's steel ring of fire (+24%)gladiator's steel ring of fire (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +4 Str / +0(-5) Mag / +0(-5) Wil / +0(-3) Cun / +5 Con Changes resistances: +24% fire Changes damage: +12% fire Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] marksman's steel ring of powermarksman's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +7 (+2 eff.) Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +4 Dex / +0(-5) Mag / +0(-5) Wil / +0(-3) Cun Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +6 (+2 eff.) (+1 (+0 eff.)) Mindpower: +7 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] psionicist's steel ring of frost (+20%)psionicist's steel ring of frost (+20%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +0(-5) Mag / +3(-2) Wil / +0(-3) Cun Changes resistances: +20% cold Changes damage: +10% cold Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] rogue's steel ring of nature (+28%)rogue's steel ring of nature (+28%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +0(-5) Mag / +0(-5) Wil / +4(+1) Cun Changes resistances: +28% nature Changes damage: +14% nature Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] rogue's steel ring of perseverancerogue's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +0(-5) Mag / +0(-5) Wil / +4(+1) Cun Stun/Freeze immunity: +26% Life regen: +0.80 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] savage's steel ring of pilferingsavage's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +9 (+4 eff.) Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +0(-5) Mag / +0(-5) Wil / +0(-3) Cun / +1 Con Spell save: +10 (+5 eff.) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum stamina: +10.00 Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] steel ring of blinding strikessteel ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Effects on ranged hit: * 15% chance to blind Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +0(-5) Mag / +0(-5) Wil / +0(-3) Cun Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] steel ring of corrosion (+24%)steel ring of corrosion (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +0(-5) Mag / +0(-5) Wil / +0(-3) Cun Changes resistances: +24% acid Changes damage: +12% acid Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] steel ring of lightning (+22%)steel ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +0(-5) Mag / +0(-5) Wil / +0(-3) Cun Changes resistances: +22% lightning Changes damage: +11% lightning Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] rogue's gold ring of clarityrogue's gold ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +0(-5) Mag / +0(-5) Wil / +4(+1) Cun Mental save: +6 (+3 eff.) Confusion immunity: +26% Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's gold ring of misery (On fingers, 1 of 2)] warrior's gold ring of sensingwarrior's gold ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 0(-5) bleed / 0(-13) item mind gloom Damage (Ranged): 0(-8) bleed / 0(-13) item mind gloom Changes stats: +4 Str / +0(-5) Mag / +0(-5) Wil / +0(-3) Cun Blindness immunity: +24% Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +4 See stealth: +10 See invisible: +9 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Epoch's Curve (In main hand, 1 of 3)] Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(+20.0 - +26.0) Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% (-43%) Firing range: +0 (-8) Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Damage (Ranged): 0(-15) temporal Changes stats: +0(-5) Dex / +5(+1) Mag Changes resistances: +10% blight / +10% fire Changes damage: +0%(-10%) temporal Talent mastery: +0.00(-0.10) Chronomancy / Bow Threading Life regen: +0.00 (-2.00) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
[vs. Epoch's Curve (In main hand, 1 of 3)] Icy Kill (35-45.5 power, 10 apr)Icy Kill (35-45.5 power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5(+35.0 - +45.5) Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% (-43%) Firing range: +0 (-8) On weapon crit: + freezes the target On weapon kill: + explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Damage (Ranged): 0(-15) temporal Changes stats: +0(-5) Dex / +0(-4) Mag / +6 Wil / +6 Cun Changes damage: +0%(-10%) temporal / +25% cold Talent mastery: +0.00(-0.10) Chronomancy / Bow Threading Life regen: +0.00 (-2.00) Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. Tap to cycle through comparison choices |
[vs. Epoch's Curve (In main hand, 1 of 3)] Charged Focus (10-11 power, 24 apr, lightning damage)Charged Focus (10-11 power, 24 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0(+10.0 - +11.0) Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% (-43%) Firing range: +0 (-8) When wielded/worn: Damage (Ranged): 0(-15) temporal Changes stats: +0(-5) Dex / +0(-4) Mag Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning / +0%(-10%) temporal Talent masteries: +0.15 Psionic / Charged mastery +0.00(-0.10) Chronomancy / Bow Threading Talent granted: +1 Psionic Maelstrom Mental save: +9 (+4 eff.) Life regen: +0.00 (-2.00) Maximum psi: +30.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
[vs. Cyrytira the quiver of elven-wood arrows (22/22, 45.5-63.7 power, 14 apr) (Quiver)] psychokinetic quiver of elven-wood arrows of wind (19/19, 43-60.2 power, 14 apr)psychokinetic quiver of elven-wood arrows of wind (19/19, 43-60.2 power, 14 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2(-2.5 - -3.5) Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 (-) Physical crit. chance: +2.5% (-) Capacity: 19 (-3) On weapon hit: + 10% chance to knock the target back + 10% chance to create an air burst - 10% chance to stun, blind, pin, or confuse the target Travel speed: +200% Damage (Ranged): +0(-11) temporal / +0(-4) arcane / +20(+7) physical Burst (radius 2) on crit: +0(-8) arcane Arrows are used with bows to pierce your foes to death. |
[vs. cured leather armour 'Deliledil' (2 def, 4 armour) (Main armor)] Firewalker (8 def, 2 armour)Firewalker (8 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 (-2) Defense: +8 (+4 eff.) (+6 (+3 eff.)) Fatigue: +0% (-7%) Damage when hit (Melee): 18 fire Changes stats: +6 Mag / +6(+2) Cun / +0(-1) Con Changes resistances: +0%(-21%) acid / +20%(+2%) fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire Reduces incoming crit damage: 0.00% (-10.00%) Light radius: +0 (-1) Combat speed: +0% (-15%) Casting speed: +0% (-15%) Mental speed: +0% (-15%) This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
[vs. Emblem of Evasion (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Ranged Defense: +0 (+0 eff.) (-20 (-7 eff.)) Changes stats: +0(-12) Dex / +3 Wil / +0(-10) Cun / +0(-8) Lck Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Deflect projectiles away: +0% (-15%) Slows Projectiles: +0% (-30%) A belt rumoured to have been worn by the Conclave healers. |
[vs. Ethereal Embrace (10 def, 0 armour) (Cloak)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Changes stats: +0(-8) Mag Changes resistances: +0%(-12%) arcane / +0%(-12%) darkness Changes damage: +0%(-15%) arcane / +0%(-15%) darkness Talent masteries: +0.00(-0.10) Spell / Aether +0.00(-0.20) Spell / Arcane +0.00(-0.20) Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +0 (-5) Spellpower: +5 (+2 eff.) Spell crit. chance: +0% (-6%) Mindpower: +5 (+2 eff.) Damage Shield Duration: +0 (-1) Damage Shield Power: +0% (-15%) A black cloak, with subtle illusion enchantments woven into its very fabric. |
[vs. Daireblek (0 def, 4 armour) (On feet)] Wanderer's Rest (4 def, 0 armour)Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +4 (+2 eff.) Fatigue: -10% (-13%) Changes stats: +3 Dex / +0(-1) Mag / +0(-3) Wil / +0(-4) Con Changes resistances: +5% physical / +0%(-39%) darkness / +0%(-36%) temporal Changes resistances penetration: +0%(-5%) blight / +0%(-6%) physical / +0%(-27%) darkness / +0%(-28%) temporal Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Vim when firing critical spell: +0.00 (-1.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Spell crit. chance: +0% (-2%) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +10% Defense after a teleport: +0 (-42) Resist all after a teleport: +0% (-31%) New effects duration reduction after a teleport: +0% (-54%) It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
[vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] polar rough leather gloves of strength (+2) (0 def, 1 armour)polar rough leather gloves of strength (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Str / +0(-3) Mag Changes resistances: +5% cold / +0%(-8%) darkness / +0%(-8%) temporal Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +3% cold / +0%(-8%) darkness / +0%(-8%) temporal N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] stone warden's hardened leather gloves of dispersion (0 def, 7 armour)stone warden's hardened leather gloves of dispersion (0 def, 7 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Armour Hardiness: +9% Damage (Melee): 7 arcane Changes stats: +3(-) Mag / +3 Wil / +8 Con Changes resistances: +0%(-8%) temporal / +5% physical / +5% arcane / +0%(-8%) darkness Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +0%(-8%) darkness / +0%(-8%) temporal N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] iron gauntlets of dexterity (+3) (0 def, 1 armour)iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +3 Dex / +0(-3) Mag Changes resistances: +0%(-8%) darkness / +0%(-8%) temporal Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +0%(-8%) darkness / +0%(-8%) temporal N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Un'fezan's Cap (1 def, 0 armour) (On head)] Ce'Nyma (2 def, 0 armour)Ce'Nyma (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (+1 (+0 eff.)) Changes stats: +0(-8) Cun / +0(-4) Wil Changes resistances: +0%(-10%) physical / +0%(-10%) temporal / +18% fire Changes damage: +12% fire Talent mastery: +0.00(-0.20) Chronomancy / Timetravel Physical save: +9 (+4 eff.) Blindness immunity: +5% Disease immunity: +5% Disarm immunity: +5% Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Reduces paradox anomalies(equivalent to willpower): +0 (-5) A pointy cloth hat, very wizardly... |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 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. |
5 quartz 5 quartz0.00 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 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 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Umbraphage (Light source)] Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes resistances: +0%(-20%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-15%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-20%) darkness Talent mastery: +0.00(-0.20) Cursed / Shadows Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Light radius: +1 (-9) Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
[vs. Umbraphage (Light source)] alchemist's lamp 'Chalirain'alchemist's lamp 'Chalirain' Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +10% light / +0%(-20%) darkness Changes resistances penetration: +5% arcane / +0%(-10%) darkness Changes damage: +8%(-7%) darkness / +0%(-15%) light Damage affinity(heal): +5%(-15%) darkness Talent mastery: +0.00(-0.20) Cursed / Shadows Spell save: +3 (+2 eff.) Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Maximum mana: +60.00 Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Light radius: +3 (-7) Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 201.45 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Umbraphage (Light source)] nightwalker's alchemist's lampnightwalker's alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Changes resistances: +0%(-20%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-15%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-20%) darkness Talent mastery: +0.00(-0.20) Cursed / Shadows Critical mult.: +12.00% Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Light radius: +3 (-7) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Xanykira (dig speed 24 turns) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight / 0(-8) mind Changes stats: +0(-2) Str Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-10%) temporal Changes damage: +4% blight / +0%(-6%) temporal Infravision radius: +0 (-2) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Xanykira (dig speed 24 turns) (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-8) mind Changes stats: +0(-2) Str / +5 Wil Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-10%) temporal Changes damage: +0%(-6%) temporal Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +0 (-2) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. When carried: Talent granted: +0(+-1) Dig It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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 21% 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Xanykira (dig speed 24 turns) (Tool)] Bloommight [power 32] (20 cooldown)Bloommight [power 32] (20 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid / 4 nature / 0(-8) mind Changes stats: +0(-2) Str Changes resistances: +0%(-6%) mind Changes resistances penetration: +15% acid / +0%(-10%) temporal / +5% nature Changes damage: +0%(-6%) temporal Talent granted: +2 Rushing Claws Infravision radius: +0 (-2) When carried: Talent granted: +0(+-1) Dig It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Xanykira (dig speed 24 turns) (Tool)] elven-wood totem of cure ailments [power 3] (10 cooldown)elven-wood totem of cure ailments [power 3] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 0(-8) mind Changes stats: +0(-2) Str Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-10%) temporal Changes damage: +0%(-6%) temporal Infravision radius: +0 (-2) When carried: Talent granted: +0(+-1) Dig It can be used to remove up to 3 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Xanykira (dig speed 24 turns) (Tool)] arcane ash wand of clairvoyance [power 10] (6 cooldown)arcane ash wand of clairvoyance [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-8) mind Changes stats: +0(-2) Str Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-10%) temporal Changes damage: +0%(-6%) temporal Infravision radius: +0 (-2) When carried: Talent granted: +0(+-1) Dig It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Tom the Timeless the Skeleton Temporal Warden level 28
33rd Pyre 123rd year of Ascendancy at 00:51 see stats
By Tom the Timeless the Skeleton Temporal Warden level 28
30th Pyre 123rd year of Ascendancy at 20:01 see stats
By Tom the Timeless the Skeleton Temporal Warden level 24
13rd Pyre 123rd year of Ascendancy at 19:17 see stats
By Tom the Timeless the Skeleton Temporal Warden level 15
51st Haze 122nd year of Ascendancy at 01:40 see stats
By Tom the Timeless the Skeleton Temporal Warden level 10
12nd Dusk 122nd year of Ascendancy at 20:58 see stats
By Tom the Timeless the Skeleton Temporal Warden level 21
32nd Regrowth 123rd year of Ascendancy at 19:34 see stats
By Tom the Timeless the Skeleton Temporal Warden level 15
52nd Haze 122nd year of Ascendancy at 08:32 see stats
By Tom the Timeless the Skeleton Temporal Warden level 17
59th Haze 122nd year of Ascendancy at 21:34 see stats
By Tom the Timeless the Skeleton Temporal Warden level 22
47th Regrowth 123rd year of Ascendancy at 10:07 see stats
By Tom the Timeless the Skeleton Temporal Warden level 17
56th Haze 122nd year of Ascendancy at 10:48 see stats
By Tom the Timeless the Skeleton Temporal Warden level 18
78th Haze 122nd year of Ascendancy at 14:00 see stats
By Tom the Timeless the Skeleton Temporal Warden level 10
3rd Dusk 122nd year of Ascendancy at 04:12 see stats
By Tom the Timeless the Skeleton Temporal Warden level 20
4th Allure 123rd year of Ascendancy at 19:11 see stats
By Tom the Timeless the Skeleton Temporal Warden level 13
79th Dusk 122nd year of Ascendancy at 08:28 see stats
By Tom the Timeless the Skeleton Temporal Warden level 29
62nd Pyre 123rd year of Ascendancy at 14:32 see stats
By Tom the Timeless the Skeleton Temporal Warden level 4
2nd Summertide 122nd year of Ascendancy at 11:11 see stats
By Tom the Timeless the Skeleton Temporal Warden level 20
6th Allure 123rd year of Ascendancy at 08:30 see stats
By Tom the Timeless the Skeleton Temporal Warden level 15
40th Haze 122nd year of Ascendancy at 09:54 see stats
By Tom the Timeless the Skeleton Temporal Warden level 23
55th Regrowth 123rd year of Ascendancy at 21:15 see stats
By Tom the Timeless the Skeleton Temporal Warden level 20
6th Allure 123rd year of Ascendancy at 00:34 see stats
By Tom the Timeless the Skeleton Temporal Warden level 26
25th Pyre 123rd year of Ascendancy at 07:03 see stats
By Tom the Timeless the Skeleton Temporal Warden level 20
9th Allure 123rd year of Ascendancy at 05:17 see stats
By Tom the Timeless the Skeleton Temporal Warden level 27
29th Pyre 123rd year of Ascendancy at 13:46 see stats
Log
Tom the Timeless hits Skeleton mage for 30 temporal damage.
Tom the Timeless killed Skeleton mage!
Resting starts...
Talent Arrow Stitching is ready to use.
Talent Fold Fate is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
Tom the Timeless picks up (U.): arcing stralite mace of massacre (46-64.4 power, 5 apr).
You pickup 0.45 gold pieces.
Tom the Timeless picks up (T.): elven-wood vilestaff of invocation (25-30 power, 5 apr, fire element).
There is a next level here (press '' or right click to use).
Ran for 18 turns (stop reason: at exit).
You gain 3.03 gold from the transmogrification of psychokinetic quiver of yew arrows of wind (0/21, 34-47.6 power, 10 apr).
Saving game...
Saving done.
Hotkey page 2 is now displayed.
You gain 3.00 gold from the transmogrification of dwarven-steel helm of might (0 def, 4 armour).
You gain 3.80 gold from the transmogrification of dwarven-steel mail armour of Eyal (3 def, 8 armour).
You gain 4.28 gold from the transmogrification of hateful stralite waraxe of purging (30.5-42.7 power, 5 apr).
You gain 2.51 gold from the transmogrification of arcing stralite mace of massacre (46-64.4 power, 5 apr).
You gain 7.00 gold from the transmogrification of surging elven-wood magestaff of blasting (25-30 power, 5 apr, arcane element).
You gain 7.09 gold from the transmogrification of elven-wood vilestaff of invocation (25-30 power, 5 apr, fire element).
You gain 10.45 gold from the transmogrification of Gilygar (20-24 power, 4 apr, blight element).
Hotkey page 1 is now displayed.
Tom the Timeless deactivates Weapon Folding.
Tom the Timeless deactivates Chant of Fortress.
Tom the Timeless deactivates Phase Pulse.