Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.4.8Donators/Buyers bonus! Safer Automatic Talents 1.1.5Expands automatic talent usage. Name is a misnomer now, since this is less about safety and more about extended options, but that's what I called it originally, so whatever. Possessor Bonus Class 1.5.0Donators/Buyers bonus! Timed Rest 1.1.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.4Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shalore |
Class | Paradox Mage |
Level / Exp | 25 / 69% |
Size | medium |
Lifes / Deaths | Killed by Islynn the hornet swarm at level 18 on the 49th Dusk 122nd year of Ascendancy at 12:38 / 2Killed by Gloremina the warg at level 25 on the 77th Haze 122nd year of Ascendancy at 21:49 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 65 (base 50) |
Magic | 65 (base 55) |
Willpower | 22 (base 12) |
Cunning | 15 (base 10) |
Resources
Life | -34/862 |
Paradox | 584 |
Healing Factor | 2.2410638297872 |
Regeneration | 9.300414893617 |
Speed
Mental | -1.6009416015095E-11% |
Attack | -1.6009416015095E-11% |
Movement | +10.000000000004% |
Spell | -1.6009416015095E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 3 |
See Stealth | 8 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 37 |
Accuracy | 21 |
Crit Chance | 28% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 25% |
Speed | 1.0000000000002 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 9% |
Speed | 1.0000000000002 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 38 |
Ranged Defense | 41 |
Fatigue | 3 |
Physical Save | 40 |
Spell Save | 35 |
Mental Save | 29 |
Defense: Resistances
All | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 31% |
Confusion Resistance | 50% |
Silence Resistance | 31% |
Stun Resistance | 63% |
Instadeath Resistance | 100% |
Blind Resistance | 27% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Stasis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Matter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Secrets of the Eternals |
beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
beneficial effect | The target is out of phase with reality, increasing defense by 5, resist all by 5%, and reducing the duration of detrimental timed effects by 5%. Out of Phase |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+12). Continuum Destabilization |
beneficial effect | The time distortion has created a restoration field, healing the target for 31 each turn. Temporal Restoration Field |
beneficial effect | The target's defense and saves have been increased by 9. 3 Spin |
detrimental effect | The target is on fire, taking 70.99 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target's accuracy and power have been increased by 9. 3 Fateweaver |
detrimental effect | Huge cut that bleeds, doing 81.77 physical damage per turn. Bleeding |
beneficial effect | Tuning Paradox at a rate of -13 per turn. Spacetime Tuning |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Yvayarin the warg. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton magus. Escort: temporal explorer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
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 length of troll intestine. * You've found the needed faerlhing fang. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. * You've found the needed ice wyrm tooth. 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 ice ant stinger. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 | Poleritha the Blazewitch (5 def, 9 armour) Poleritha the Blazewitch (5 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes resistances: +9% fire Changes resistances penetration: +10% fire Changes damage: +3% fire Silence immunity: +31% Confusion immunity: +26% Stun/Freeze immunity: +26% Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Light source | Xerovea the brass lantern Xerovea the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun / +7 Con Changes resistances: +12% cold Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +8 See invisible: +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 | Hettilen the Stokelace (2 def, 0 armour) Hettilen the Stokelace (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 fire Changes resistances: +8% fire / +15% temporal / +10% cold Changes resistances penetration: +20% temporal / +10% fire A pointy cloth hat, very wizardly... |
Tool | Sparkstoker the dwarven-steel pickaxe (dig speed 12 turns) Sparkstoker the dwarven-steel pickaxe (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +4 Str / +2 Dex / +3 Mag Changes resistances: +7% darkness / +6% fire Changes damage: +9% lightning Maximum mana: +26.00 Spell crit. chance: +6% Movement speed: +10% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Aralaith AralaithCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +24% Stun/Freeze immunity: +22% Life regen: +0.80 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 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 135% 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 can have magical properties. |
On fingers | Cyrunor CyrunorInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +24% nature / +6% light Changes damage: +12% nature Stun/Freeze immunity: +15% Life regen: +1.40 Maximum life: +109.00 Healing mod.: +31% Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Vorarevea (140% power, 5 apr, temporal element) Vorarevea (140% power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 141% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 9% chance to disease Changes damage: +33% temporal Talent granted: +1 Command Staff Critical mult.: +10.00% Stamina each turn: +0.20 Vim when firing critical spell: +3.00 Maximum vim: +25.00 Spellpower: +14 (+5 eff.) Spell crit. chance: +4% Healing mod.: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | Sootwild the hardened leather gloves (0 def, 2 armour) Sootwild the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 blight Damage when hit (Melee): 4 acid Changes stats: +3 Con Changes resistances: +7% blight / +12% darkness Changes damage: +6% blight Physical save: +15 (+5 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +31% Mana each turn: +0.17 Spellpower: +8 (+3 eff.) Spell crit. chance: +6% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Emelenn the Blindbraid (2 def, 0 armour) Emelenn the Blindbraid (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 blight Changes stats: +4 Wil / +5 Mag Changes resistances: +18% acid / +7% blight Changes resistances penetration: +10% light Changes damage: +12% acid Life regen: +1.70 Mana each turn: +0.12 Psi each turn: +0.14 Maximum life: +63.00 Spellpower: +2 (+1 eff.) Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Growknave the cashmere cloak (2 def, 0 armour) Growknave the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +3 Con Changes resistances penetration: +15% darkness Changes damage: +9% darkness Physical save: +10 (+4 eff.) Maximum life: +70.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Brighthack' steel amulet 'Brighthack'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% physical / +13% light / +3% blight / +12% fire / +10% darkness Changes resistances penetration: +5% fire Changes damage: +6% blight Blindness immunity: +27% Stamina each turn: +0.30 Amulets can have magical properties. |
Inventory
movement infusion of the titan (639% speed; 5 turns) movement infusion of the titan (639% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 639% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (632% speed; 5 turns) movement infusion of the wizard (632% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 632% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (530% speed; 5 turns) movement infusion of the wizard (530% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 530% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 208 over 5 turns) regeneration infusion of the psychic (heal 208 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 208 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 135 over 5 turns) regeneration infusion of the psychic (heal 135 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 135 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 203 over 5 turns) regeneration infusion of the psychic (heal 203 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 231 over 5 turns) regeneration infusion of the warrior (heal 231 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 231 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune (41 fire damage) heat beam rune (41 fire damage)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: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 41.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical 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. |
shielding rune of the duelist (absorb 200 for 3 turns) shielding rune of the duelist (absorb 200 for 3 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: 20 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 200 damage for 3 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 psychic (absorb 312 for 5 turns) shielding rune of the psychic (absorb 312 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: 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 312 damage for 5 turns. 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. |
Cyrorida the steel amulet Cyrorida the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes stats: +6 Str / +6 Dex / +5 Wil Changes resistances: +6% mind Changes damage: +15% acid Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet of mastery (0.12 Chronomancy / Speed Control) gold amulet of mastery (0.12 Chronomancy / Speed Control)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.12 Chronomancy / Speed Control Amulets can have magical properties. |
gold amulet of teleportation gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 41), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
starlit gold amulet of mastery (0.22 Chronomancy / Timetravel) starlit gold amulet of mastery (0.22 Chronomancy / Timetravel)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% light / +10% darkness Talent mastery: +0.22 Chronomancy / Timetravel Blindness immunity: +28% Amulets can have magical properties. |
Sulfurrebel the gold ring Sulfurrebel the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Damage when hit (Melee): 12 nature Changes resistances: +24% darkness Changes damage: +6% nature / +12% darkness / +9% arcane Disarm immunity: +30% Pinning immunity: +31% Knockback immunity: +25% Maximum life: +26.00 Spellpower: +8 (+3 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. |
Zilin the copper ring Zilin the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +22% lightning Changes resistances penetration: +10% arcane Changes damage: +11% lightning / +6% arcane Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
copper ring 'Xerywyn' copper ring 'Xerywyn'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +12% acid / +6% light / +5% arcane / +12% lightning Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings can have magical properties. |
gladiator's gold ring of warding gladiator's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +12% acid / +15% fire / +13% cold / +13% lightning Rings can have magical properties. |
marksman's copper ring of lightning (+22%) marksman's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
steel ring 'Arthegodan' steel ring 'Arthegodan'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +14 Changes resistances: +9% acid / +6% cold Disarm immunity: +20% Stun/Freeze immunity: +26% Knockback immunity: +20% Life regen: +1.80 Rings can have magical properties. |
steel ring 'Earthsmasher' steel ring 'Earthsmasher'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +3.0% Defense: +6 (+2 eff.) Changes stats: +3 Cun / +2 Con Changes damage: +12% nature Maximum life: +30.00 Healing mod.: +10% Rings can have magical properties. |
steel ring 'Moldweeper' steel ring 'Moldweeper'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes stats: +5 Str / +5 Con Changes resistances: +3% nature / +20% darkness / +3% mind Changes damage: +10% darkness / +3% mind Silence immunity: +22% Mana each turn: +0.17 Rings can have magical properties. |
steel ring of lightning (+22%) steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel ring of tenacitysteel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +24% Pinning immunity: +27% Knockback immunity: +23% Maximum life: +28.00 Rings can have magical properties. |
wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
Flashblack the ash starstaff (120% power, 3 apr, physical element) Flashblack the ash starstaff (120% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% cold / +12% nature / +5% arcane Changes resistances penetration: +15% lightning Changes damage: +20% physical Talent granted: +1 Command Staff Mental save: +12 (+6 eff.) Blindness immunity: +20% Disarm immunity: +30% Only die when reaching: -40.00 life Spellpower: +10 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood vilestaff of might (132% power, 5 apr, fire element) potent elven-wood vilestaff of might (132% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 132% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +27% fire Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Chamymachik ChamymachikPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Fatigue: -10% Changes stats: +3 Str / +6 Mag / +4 Con Light radius: +3 It can be used to create a temporary shield that absorbs 188 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Durozor the Lightninglady Durozor the LightningladyInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% blight / +12% temporal / +9% mind Disease immunity: +5% Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
Fogprophet (1 def, 0 armour) Fogprophet (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 darkness Changes resistances: +15% darkness / +12% fire Changes resistances penetration: +5% fire Changes damage: +9% darkness Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayolekira (1 def, 0 armour) Mayolekira (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Cun / +3 Wil Changes resistances penetration: +20% blight Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.08 Maximum hate: +8.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Grinyruigar' (1 def, 0 armour) linen cloak 'Grinyruigar' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Dex / +1 Cun / +2 Con Spell save: +9 (+4 eff.) Silence immunity: +10% Pinning immunity: +15% Teleport immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Higarath the pair of dwarven-steel boots (0 def, 8 armour) Higarath the pair of dwarven-steel boots (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +8 Fatigue: -2% Changes stats: +2 Str Critical mult.: +15.00% Maximum encumbrance: +26 Physical save: +8 (+3 eff.) Stamina each turn: +0.40 Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Olyrand (0 def, 1 armour) Olyrand (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Fatigue: -3% Changes stats: +6 Str / +3 Mag / +4 Con Light radius: +2 A pair of boots made of leather. |
Cyreba (9 def, 2 armour) Cyreba (9 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 8 fire Changes stats: +2 Str Changes resistances: +7% fire Changes damage: +8% fire / +12% physical Only die when reaching: -40.00 life Maximum stamina: +25.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Duvileg' (0 def, 1 armour) rough leather gloves 'Duvileg' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +3 Cun / +3 Str Spell save: +6 (+3 eff.) Vim when firing critical spell: +5.00 Spell crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eclipsegrinder the iron helm (0 def, 3 armour) Eclipsegrinder the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +7 Dex / +1 Mag / +3 Con Changes resistances: +6% lightning / +6% temporal Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Erilen (10 def, 0 armour) Erilen (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +16% lightning / +3% physical / +6% cold Changes damage: +11% lightning Confusion immunity: +10% A pointy cloth hat, very wizardly... |
grounding hardened leather cap of the depths (0 def, 3 armour) grounding hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal / +7% cold Allows you to breathe in: water A cap made of leather. |
rough leather cap 'Branonik' (0 def, 1 armour) rough leather cap 'Branonik' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 arcane / 4 temporal Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +20% arcane / +5% temporal Mindpower: +4 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
231 alchemist agate 231 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ebonywinter the iron pickaxe (dig speed 38 turns) Ebonywinter the iron pickaxe (dig speed 38 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +1 Str / +2 Mag Changes resistances: +6% darkness / +3% blight Changes damage: +9% blight Maximum mana: +21.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (72 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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. |
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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
quartz 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. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Szeth the Shalore Paradox Mage level 19
25th Haze 122nd year of Ascendancy at 14:01 see stats
By Szeth the Shalore Paradox Mage level 10
8th Dusk 122nd year of Ascendancy at 00:57 see stats
By Szeth the Shalore Paradox Mage level 22
53rd Haze 122nd year of Ascendancy at 02:55 see stats
By Szeth the Shalore Paradox Mage level 10
8th Dusk 122nd year of Ascendancy at 00:55 see stats
By Szeth the Shalore Paradox Mage level 20
25th Haze 122nd year of Ascendancy at 14:53 see stats
By Szeth the Shalore Paradox Mage level 19
56th Dusk 122nd year of Ascendancy at 10:00 see stats
By Szeth the Shalore Paradox Mage level 10
14th Dusk 122nd year of Ascendancy at 01:29 see stats
By Szeth the Shalore Paradox Mage level 9
8th Flare 122nd year of Ascendancy at 15:52 see stats
By Szeth the Shalore Paradox Mage level 21
46th Haze 122nd year of Ascendancy at 16:42 see stats
By Szeth the Shalore Paradox Mage level 13
22nd Dusk 122nd year of Ascendancy at 13:06 see stats
By Szeth the Shalore Paradox Mage level 18
49th Dusk 122nd year of Ascendancy at 12:38 see stats
Log
Rested for 1 turns (stop reason: teleported).
The fabric of time around Szeth returns to normal.
You collect a new ingredient: snow giant kidney (1).
Szeth retunes the fabric of spacetime.
Szeth is no longer invigorated.
Szeth slows down.
Szeth retunes the fabric of spacetime.
The smoke around Szeth dissipate.
Talent Dimensional Step is ready to use.
Talent Stop is ready to use.
Szeth retunes the fabric of spacetime.
Gloremina the warg rushes out!
Szeth is on fire!
Your time shield crumbles under the damage!
The fabric of time around Szeth stabilizes to normal.
The powerful time-altering energies generate a restoration field on Szeth.
Szeth starts to bleed.
Szeth hits Gloremina the warg for 0 blight, 7 fire, 0 acid, 9 blight, 7 fire, 0 acid, 9 blight, 7 fire, 0 acid, 9 blight, 7 fire, 0 acid (55 total damage).
Tempest of Metal hits Szeth for (12 to time), 23 physical, 4 nature, 4 temporal, 32 fire, 19 physical, 32 fire (113 total damage).
Gloremina the warg hits Szeth for (161 to time), 0 physical, (4 to time), 0 nature, (4 to time), 0 temporal, (32 to time), 0 fire, 60 physical, 32 fire (93 total damage).
Burning from Gloremina the warg hits Szeth for 46 fire damage.
Bleeding from Gloremina the warg hits Szeth for 13 physical damage.
Szeth receives 69 healing from Temporal Restoration Field.
Gloremina the warg uses To The Arms.
Gloremina the warg performs a melee critical strike against Szeth!
Tempest of Metal performs a melee critical strike against Szeth!
Saving game...