Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. 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. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 29 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Emuthra the red crystal at level 10 on the 27th Dusk 122nd year of Ascendancy at 10:05 0 / 7Killed by war hound at level 14 on the 75th Dusk 122nd year of Ascendancy at 06:13 Killed by Sandworm Queen at level 14 on the 75th Dusk 122nd year of Ascendancy at 23:33 Killed by Marrow at level 25 on the 45th Regrowth 123rd year of Ascendancy at 04:23 Killed by elven cultist at level 26 on the 46th Regrowth 123rd year of Ascendancy at 05:18 Killed by Ayokaan the thalore at level 28 on the 64th Regrowth 123rd year of Ascendancy at 10:32 Killed by emperor wight at level 29 on the 80th Regrowth 123rd year of Ascendancy at 06:23 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 50 (base 49) |
| Magic | 67 (base 50) |
| Willpower | 42 (base 25) |
| Cunning | 16 (base 12) |
Resources
| Life | -5/540 |
| Mana | 150/191 |
| Healing Factor | 1.4 |
| Regeneration | 0.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 28 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 20 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58.234774245708 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.4 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | +6% |
Defense: Base
| Armour (hardiness) | 61.335632230525 (49%) |
| Defense | 20.942183556206 |
| Ranged Defense | 20.942183556206 |
| Fatigue | 3 |
| Physical Save | 48.241666666667 |
| Spell Save | 47.791666666667 |
| Mental Save | 41.175 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Knockback Resistance | 100% |
| Stun Resistance | 42% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1001% over 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.50 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.40 |
| 5/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Crystalline Focus |
| talent | Arcane Power |
| talent | Spellcraft |
| talent | Body of Stone |
| talent | Defensive Posture |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
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 Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+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 Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 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: 65. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed green worm. * You've found the needed multi-hued wyrm scale. 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 orc heart. * '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.' * You've found the needed vial of fire wyrm saliva. 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 skeleton mage skull. * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. * You've found the needed honey tree root. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within8 lumberjacks have died. | 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. Zubyrawen (0 def, 3 armour) (On feet)] Zubyrawen (0 def, 3 armour)Zubyrawen (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +5(-) Dex / +1(-) Wil / +1(-) Con / +7(-) Lck Grants telepathy: Humanoid/Orc Stealth bonus: +8 (-) See invisible: +9 (-) A pair of boots made of leather. |
| Light source | [vs. Wintertide Phial (Light source)] Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 (-) 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. |
| On head | [vs. Cuthelevon the cashmere wizard hat (2 def, 0 armour) (On head)] Cuthelevon the cashmere wizard hat (2 def, 0 armour)Cuthelevon the cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +5(-) Mag Changes resistances: +6%(-) temporal Spell save: +5 (+2 eff.) (-) Light radius: +1 (-) See invisible: +9 (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. volcanic elven-wood wand of clairvoyance [power 13] (6 cooldown) (Tool)] volcanic elven-wood wand of clairvoyance [power 13] (6 cooldown)volcanic elven-wood wand of clairvoyance [power 13] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talents granted: +2.00(-) Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+4 eff.) (-) Physical crit. chance: +2.0% (-) Armour: +6 (-) Changes stats: +4(-) Str / +3(-) Dex / +5(-) Mag / +5(-) Wil Physical save: +3 (+1 eff.) (-) Spellpower: +6 (+2 eff.) (-) Healing mod.: +10% (-) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)] Inertial TwineInertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-4 eff.)) Physical crit. chance: +0.0% (-2.0%) Armour: +5 (-1) Changes stats: +4(-) Str / +0(-3) Dex / +0(-5) Mag / +8(+3) Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) (+9 (+3 eff.)) Knockback immunity: +100% Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Healing mod.: +0% (-10%) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (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: 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 | [vs. earthen elven-wood starstaff of might (25-30 power, 5 apr, physical element) (In main hand, 1 of 2)] earthen elven-wood starstaff of might (25-30 power, 5 apr, physical element)earthen elven-wood starstaff of might (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (-) Physical crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Armour: +5 (-) Armour Hardiness: +4% (-) Changes damage: +25%(-) physical Talents granted: +1.00(-) Command Staff Physical save: +4 (+1 eff.) (-) Spellpower: +12 (+4 eff.) (-) Spell crit. chance: +13% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. heroic rough leather gloves (0 def, 5 armour) (On hands)] heroic rough leather gloves (0 def, 5 armour)heroic rough leather gloves (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 (-) Mental save: +6 (+2 eff.) (-) Maximum life: +40.00 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. dreamer's woollen robe of power (0 def, 0 armour) (Main armor)] dreamer's woollen robe of power (0 def, 0 armour)dreamer's woollen robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +13%(-) mind / +14%(-) darkness Changes damage: +6%(-) all Physical save: +12 (+4 eff.) (-) Spell save: +11 (+4 eff.) (-) Mental save: +21 (+10 eff.) (-) Spellpower: +12 (+4 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Wrap of Stone (0 def, 10 armour) (Cloak)] Wrap of Stone (0 def, 10 armour)Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 (-) Armour Hardiness: +15% (-) Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Talent masteries: +0.20(-) Chronomancy / Gravity +0.10(-) Spell / Stone +0.10(-) Chronomancy / Matter +0.20(-) Spell / Earth Spellpower: +6 (+2 eff.) (-) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.5 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 172.97 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused 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... |
Inventory
movement infusion of the titan (507% speed; 5 turns) movement infusion of the titan (507% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 507% 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 7; power 31; dur 5)phase door rune (range 7; power 31; 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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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. |
Rune of the Rift (318.00 temporal damage, removed from time 4 turns) Rune of the Rift (318.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 337.08 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. Withering Orbs (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Maximum encumbrance: +20 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
[vs. Withering Orbs (Around neck)] cleansing steel amulet of willpower (+4)cleansing steel amulet of willpower (+4) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +4 Wil Changes resistances: +13% nature / +11% blight Poison immunity: +20% Disease immunity: +20% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Withering Orbs (Around neck)] starlit gold amulet of willpower (+5)starlit gold amulet of willpower (+5) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +5 Wil Changes resistances: +16% light / +12% darkness Blindness immunity: +32% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Wheel of Fate (On fingers, 1 of 2)] psionicist's copper ring of fire (+22%)psionicist's copper ring of fire (+22%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-4 eff.)) Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-6) Changes stats: +0(-4) Str / +0(-3) Dex / +0(-5) Mag / +4(-1) Wil Changes resistances: +22% fire Changes damage: +11% fire Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +8 (+3 eff.) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Healing mod.: +0% (-10%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)] stralite ring of fire (+24%)stralite ring of fire (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-4 eff.)) Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-6) Changes stats: +0(-4) Str / +0(-3) Dex / +0(-5) Mag / +0(-5) Wil Changes resistances: +24% fire Changes damage: +12% fire Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Healing mod.: +0% (-10%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. earthen elven-wood starstaff of might (25-30 power, 5 apr, physical element) (In main hand, 1 of 2)] lifebinding yew magestaff of illumination (20-24 power, 4 apr, cold element)lifebinding yew magestaff of illumination (20-24 power, 4 apr, cold element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-1) Physical crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-5) Armour Hardiness: +0% (-4%) Defense: +7 (+4 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +5 Con Changes damage: +0%(-25%) physical / +20% cold Talents granted: +1.00(-) Command Staff Physical save: +0 (+0 eff.) (-4 (-1 eff.)) Life regen: +0.50 Spellpower: +12 (+4 eff.) (-) Spell crit. chance: +3% (-10%) Light radius: +2 Healing mod.: +10% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 115.33 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. earthen elven-wood starstaff of might (25-30 power, 5 apr, physical element) (In main hand, 1 of 2)] potent yew vilestaff of fate (22-26.4 power, 4 apr, fire element)potent yew vilestaff of fate (22-26.4 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 22.0 - 26.4(-3.0 - -3.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-1) Physical crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-5) Armour Hardiness: +0% (-4%) Changes damage: +0%(-25%) physical / +22% fire Talents granted: +1.00(-) Command Staff Physical save: +7 (+2 eff.) (+3 (+1 eff.)) Spell save: +5 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +11 (+4 eff.) (-1 (+0 eff.)) Spell crit. chance: +7% (-6%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. earthen elven-wood starstaff of might (25-30 power, 5 apr, physical element) (In main hand, 1 of 2)] elven-wood starstaff of protection (25-30 power, 5 apr, physical element)elven-wood starstaff of protection (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (-) Physical crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-5) Armour Hardiness: +0% (-4%) Changes resistances: +12% physical Changes damage: +25%(-) physical Talents granted: +1.00(-) Command Staff Physical save: +0 (+0 eff.) (-4 (-1 eff.)) Spellpower: +12 (+4 eff.) (-) Spell crit. chance: +4% (-9%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. earthen elven-wood starstaff of might (25-30 power, 5 apr, physical element) (In main hand, 1 of 2)] stralite waraxe (29.5-41.3 power, 5 apr)This item will automatically be transmogrified when you leave the level. stralite waraxe (29.5-41.3 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3(+4.5 - +11.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-) Physical crit. chance: +6.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-5) Armour Hardiness: +0% (-4%) Changes damage: +0%(-25%) physical Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-4 (-1 eff.)) Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Spell crit. chance: +0% (-13%) One-handed war axes. Tap to cycle through comparison choices |
[vs. dreamer's woollen robe of power (0 def, 0 armour) (Main armor)] cashmere robe of life (2 def, 0 armour)cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% blight / +0%(-13%) mind / +0%(-14%) darkness Changes damage: +0%(-6%) all Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-4 eff.)) Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Life regen: +2.00 Maximum life: +49.00 Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. dreamer's woollen robe of power (0 def, 0 armour) (Main armor)] verdant cashmere robe of the mountain (+10%) (2 def, 0 armour)verdant cashmere robe of the mountain (+10%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Con Changes resistances: +10% physical / +0%(-13%) mind / +0%(-14%) darkness Changes damage: +10% physical / +6% nature / +0%(-6%) all Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-4 eff.)) Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Poison immunity: +34% Disease immunity: +20% Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. dreamer's woollen robe of power (0 def, 0 armour) (Main armor)] reinforced leather armour (4 def, 7 armour)This item will automatically be transmogrified when you leave the level. reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +0%(-13%) mind / +0%(-14%) darkness Changes damage: +0%(-6%) all Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-4 eff.)) Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) A suit of armour made of leather. |
[vs. Wrap of Stone (0 def, 10 armour) (Cloak)] murderer's linen cloak of the voidstalker (1 def, 0 armour)murderer's linen cloak of the voidstalker (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Armour: +0 (-10) Armour Hardiness: +0% (-15%) Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +12% temporal / +11% darkness / +0%(-5%) physical Changes damage: +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.10) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Wrap of Stone (0 def, 10 armour) (Cloak)] enveloping cashmere cloak of sorcery (7 def, 0 armour)This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of sorcery (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-10) Armour Hardiness: +0% (-15%) Defense: +7 (+4 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances: +0%(-5%) physical Changes damage: +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.10) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Physical save: +8 (+3 eff.) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Wrap of Stone (0 def, 10 armour) (Cloak)] spellcowled cashmere cloak (2 def, 0 armour)spellcowled cashmere cloak (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-10) Armour Hardiness: +0% (-15%) Defense: +2 (+1 eff.) Changes stats: +3 Wil / +1 Mag Changes resistances: +0%(-5%) physical Changes damage: +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.10) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Spell save: +9 (+3 eff.) Maximum mana: +46.00 Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Zubyrawen (0 def, 3 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 (-3) Defense: +4 (+2 eff.) Fatigue: -10% (-13%) Changes stats: +3(-2) Dex / +0(-1) Wil / +0(-1) Con / +0(-7) Lck Changes resistances: +5% physical Grants telepathy: Humanoid/Orc Talent mastery: +0.20 Psionic / Augmented mobility Stealth bonus: +0 (-8) Pinning immunity: +100% See invisible: +0 (-9) Movement speed: +10% 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. Cuthelevon the cashmere wizard hat (2 def, 0 armour) (On head)] stabilizing linen wizard hat of the Brotherhood (1 def, 0 armour)stabilizing linen wizard hat of the Brotherhood (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-1 (+0 eff.)) Changes stats: +1(-4) Mag / +3 Wil / +2 Con Changes resistances: +0%(-6%) temporal Changes damage: +6% arcane Physical save: +6 (+2 eff.) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Light radius: +0 (-1) See invisible: +0 (-9) It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
[vs. Cuthelevon the cashmere wizard hat (2 def, 0 armour) (On head)] grounding cashmere wizard hat of fire (+10%) (2 def, 0 armour)grounding cashmere wizard hat of fire (+10%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +0(-5) Mag Changes resistances: +10% lightning / +18% fire / +7%(+1%) temporal Changes damage: +12% fire Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Light radius: +0 (-1) See invisible: +0 (-9) A pointy cloth hat, very wizardly... |
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. |
5 spinel 5 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. |
3 ametrine 3 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. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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. |
8 aquamarine 8 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. |
9 opal 9 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. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 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. |
7 onyx 7 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 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. |
6 quartz 6 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 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
67 alchemist agate 67 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. |
[vs. Wintertide Phial (Light source)] Void StarVoid Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% lightning / +6% cold / +6% arcane / +6% fire Spell crit. chance: +5% Light radius: +2 (+1) Infravision radius: +0 (-6) It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 29.62 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
[vs. Wintertide Phial (Light source)] Koraruilar the alchemist's lampKoraruilar the alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 8 physical Life regen: +0.20 Light radius: +6 (+5) Infravision radius: +1 (-5) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. volcanic elven-wood wand of clairvoyance [power 13] (6 cooldown) (Tool)] Nooncast (dig speed 6 turns)Nooncast (dig speed 6 turns) Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +7 Defense: +5 (+2 eff.) Fatigue: -4% Changes stats: +6 Str Changes resistances: +7% physical Changes damage: +15% fire / +11% mind / +6% light Talent granted: +0(+-2) Volcano Physical save: +18 (+6 eff.) Mental save: +8 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. volcanic elven-wood wand of clairvoyance [power 13] (6 cooldown) (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: Changes stats: +5 Wil Talent granted: +0(+-2) Volcano Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. 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 8 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. |
[vs. volcanic elven-wood wand of clairvoyance [power 13] (6 cooldown) (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Talent granted: +0(+-2) Volcano Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
[vs. volcanic elven-wood wand of clairvoyance [power 13] (6 cooldown) (Tool)] Skull of the Rat LichSkull of the Rat Lich Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Talent granted: +0(+-2) Volcano Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
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. |
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. volcanic elven-wood wand of clairvoyance [power 13] (6 cooldown) (Tool)] psionic dwarven-steel torque of clear mind [power 3] (10 cooldown)psionic dwarven-steel torque of clear mind [power 3] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent granted: +0(+-2) Volcano It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
[vs. volcanic elven-wood wand of clairvoyance [power 13] (6 cooldown) (Tool)] ash wand of conjuration 'Yvodhewe' [power 145] (10 cooldown)ash wand of conjuration 'Yvodhewe' [power 145] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +3% cold Talent granted: +0(+-2) Volcano It can be used to fire a bolt of a random element (dam 72-145), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Marrow the Cornac Archmage level 9
2nd Dusk 122nd year of Ascendancy at 17:34 see stats
Exterminator
Killed 1000 creatures.By Marrow the Cornac Archmage level 19
38th Haze 122nd year of Ascendancy at 18:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Marrow the Cornac Archmage level 17
31st Haze 122nd year of Ascendancy at 16:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Marrow the Cornac Archmage level 20
41st Haze 122nd year of Ascendancy at 20:17 see stats
Level 10
Got a character to level 10.By Marrow the Cornac Archmage level 10
25th Dusk 122nd year of Ascendancy at 05:57 see stats
Level 20
Got a character to level 20.By Marrow the Cornac Archmage level 20
41st Haze 122nd year of Ascendancy at 17:34 see stats
Matrix style!
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Marrow the Cornac Archmage level 4
74th Pyre 122nd year of Ascendancy at 17:05 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Marrow the Cornac Archmage level 1
74th Pyre 122nd year of Ascendancy at 14:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Marrow the Cornac Archmage level 20
58th Haze 122nd year of Ascendancy at 07:51 see stats
Size matters
Did over 600 damage in one attack.By Marrow the Cornac Archmage level 24
36th Regrowth 123rd year of Ascendancy at 05:39 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Marrow the Cornac Archmage level 20
41st Haze 122nd year of Ascendancy at 22:16 see stats
The Arena
Unlocked Arena mode.By Marrow the Cornac Archmage level 5
77th Pyre 122nd year of Ascendancy at 05:24 see stats
The Rat Lich
Killed the terrible Rat Lich.By Marrow the Cornac Archmage level 23
33rd Regrowth 123rd year of Ascendancy at 16:39 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Marrow the Cornac Archmage level 27
59th Regrowth 123rd year of Ascendancy at 12:36 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Marrow the Cornac Archmage level 27
58th Regrowth 123rd year of Ascendancy at 21:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Marrow the Cornac Archmage level 25
43rd Regrowth 123rd year of Ascendancy at 23:40 see stats
Log
Marrow hits Skeleton master archer for 269 physical damage.
Marrow hits Forest wight for 217 physical damage.
Marrow hits Skeleton warrior for 269 physical damage.
Skeleton warrior hits Marrow for 54 physical damage.
Emperor wight casts Mind Disruption.
Marrow wanders around!.
Forest wight casts Mind Disruption.
Marrow shrugs off the effect 'Confused'!
Grave wight casts Lightning.
Thunderstorm hits Marrow for 10 lightning damage.
Grave wight hits Marrow for 85 lightning damage.
Grave wight hits Forest wight for 84 lightning damage.
Thunderstorm hits Marrow for 8 lightning damage.
Thunderstorm hits Marrow for 11 lightning damage.
Marrow is confused and fails to use Volcano.
Skeleton warrior uses Stunning Blow.
Marrow is stunned!
Skeleton warrior hits Marrow for 107 physical damage.
Marrow resists!
Barrow wight casts Mind Disruption.
Marrow shrugs off the effect 'Confused'!
Thunderstorm hits Marrow for 7 lightning damage.
Forest wight hits Marrow for 2 blight damage.
Thunderstorm hits Marrow for 10 lightning damage.
Thunderstorm hits Marrow for 4 lightning damage.
Marrow is confused and fails to use Arcane Reconstruction.
Skeleton warrior hits Marrow for 46 physical damage.
Saving game...
