Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! "Save" Talent/Stat Points 1.4.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.4.0Official 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:
Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Quick Drown NPCs 1.2.5New 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! Leeroy Jenkins 1.2.5Renames every escort to Leeroy Jenkins." Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: 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. Cloak Reminder 1.3.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 21 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Sanonn the human at level 13 on the 18th Dusk 122nd year of Ascendancy at 07:39 0 / 6Killed by Zubolraldavea the cutpurse at level 14 on the 41st Dusk 122nd year of Ascendancy at 02:40 Killed by Eilinata the minotaur at level 17 on the 64th Dusk 122nd year of Ascendancy at 09:23 Killed by ultimate telugoroth at level 20 on the 65th Haze 122nd year of Ascendancy at 10:51 Killed by golem (servant of Nonegan) at level 21 on the 67th Haze 122nd year of Ascendancy at 17:22 Killed by Chronolith Twin at level 21 on the 67th Haze 122nd year of Ascendancy at 20:06 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 41 (base 41) |
| Magic | 61 (base 50) |
| Willpower | 24 (base 11) |
| Cunning | 10 (base 10) |
Resources
| Life | -10/505 |
| Mana | 298/389 |
| Healing Factor | 1.616 |
| Regeneration | 83.5472 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 4 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 27 |
| Mental Save | 11 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 20% |
| Pinning Resistance | 12% |
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
Inscriptions (3/3)
| 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 physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 244 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 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 854% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Fire alchemy | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
| beneficial effect | A flow of life spins around the target, regenerating 48.80 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 |
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 | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed pouch of bone giant dust. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of squid ink. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 within2 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. undeterred pair of rough leather boots of evasion (10 def, 1 armour) (On feet)] undeterred pair of rough leather boots of evasion (10 def, 1 armour)undeterred pair of rough leather boots of evasion (10 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +10 (+10 eff.) (-) Fatigue: +1% (-) Silence immunity: +22% (-) Confusion immunity: +20% (-) Stun/Freeze immunity: +20% (-) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 15% chance to completely evade them and granting you 5 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Quiver | [vs. 112 alchemist opal (Quiver, 1 of 2)] 112 alchemist opal112 alchemist opal 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
| Light source | [vs. survivor's brass lantern of health (Light source)] survivor's brass lantern of healthsurvivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) (-) Maximum life: +41.00 (-) Light radius: +2 (-) Healing mod.: +10% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. spellwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) (On head)] spellwoven linen wizard hat of lightning (+16%) (1 def, 0 armour)spellwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +16%(-) lightning Changes damage: +11%(-) lightning Mana each turn: +0.12 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +3% (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. Wretchmight [power 25] (20 cooldown) (Tool)] Wretchmight [power 25] (20 cooldown)Wretchmight [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6%(-) nature / +3%(-) mind It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+4 eff.) (-) Life regen: +0.15 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] conjurer's copper ringconjurer's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +5 Mag / +4(-) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-0.15) Spellpower: +6 (+2 eff.) Healing mod.: +0% (-20%) Rings can have magical properties. 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. Eraredin the yew magestaff (129% power, 4 apr, fire element) (In main hand, 1 of 2)] Eraredin the yew magestaff (129% power, 4 apr, fire element)Eraredin the yew magestaff (129% 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. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +4(-) blight When wielded/worn: Damage when hit (Melee): 4(-) arcane Changes damage: +25%(-) fire Talents granted: +1.00(-) Command Staff Vim when firing critical spell: +2.00 (-) Spellpower: +19 (+7 eff.) (-) Spell crit. chance: +3% (-) Defense after a teleport: +5 (-) Resist all after a teleport: +2% (-) New effects duration reduction after a teleport: +10% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. cinder rough leather gloves of magic (+3) (0 def, 1 armour) (On hands)] cinder rough leather gloves of magic (+3) (0 def, 1 armour)cinder rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 6(-) fire Changes stats: +3(-) Mag Changes resistances: +6%(-) fire Changes damage: +4%(-) arcane / +4%(-) fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. Mankini (0 def, 0 armour) (Main armor, 1 of 2)] Mankini (0 def, 0 armour)Mankini (0 def, 0 armour) 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! Tap to cycle through comparison choices |
| Cloak | [vs. spellcowled linen cloak (1 def, 0 armour) (Cloak)] spellcowled linen cloak (1 def, 0 armour)spellcowled linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Wil / +2(-) Mag Spell save: +5 (+3 eff.) (-) Maximum mana: +44.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. restful steel amulet of manastreaming (Around neck)] restful steel amulet of manastreamingrestful steel amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +1(-) Mag Life regen: +1.70 (-) Mana each turn: +0.12 (-) Spellpower on spell critical (stacks up to 3 times): +2 (-) Maximum mana: +35.00 (-) Amulets can have magical properties. |
Inventory
[vs. Infusion: Wild [wild infusion of the wizard (resist 27%; cure physical)] (on body)] wild infusion (resist 14%; cure physical)wild infusion (resist 14%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14%(-14%) for 4(-1) turns. Also removes cross-tier effects of the affected types for free. 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. |
[vs. restful steel amulet of manastreaming (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-1) Mag Life regen: +0.00 (-1.70) Mana each turn: +0.00 (-0.12) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +0.00 (-35.00) 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... |
[vs. Ring of Growth (On fingers, 1 of 2)] copper ring of lightning (+22%)copper ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +22% lightning / +0%(-10%) nature Changes damage: +11% lightning / +0%(-8%) physical / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] savior's steel ring of sensingsavior's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +7 (+3 eff.) (-1 (-1 eff.)) Spell save: +7 (+3 eff.) Mental save: +8 (+8 eff.) Blindness immunity: +24% Life regen: +0.00 (-0.15) Infravision radius: +3 See stealth: +7 See invisible: +8 Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Eraredin the yew magestaff (129% power, 4 apr, fire element) (In main hand, 1 of 2)] Kor's Fall (100% power, 0 apr, darkness element)Kor's Fall (100% power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-29%) Range: 1.2x (+0.0x) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-4) Physical crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +0(-4) blight When wielded/worn: Damage when hit (Melee): 0(-4) arcane Changes damage: +10% acid / +10%(-15%) fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talents granted: +1.00(-) Command Staff Vim when firing critical spell: +0.00 (-2.00) Spellpower: +7 (+3 eff.) (-12 (-4 eff.)) Spell crit. chance: +8% (+5%) See invisible: +2 Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 120.42 physical damage to all targets in line, and inflicting bleeding for another 60.21 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. Tap to cycle through comparison choices |
[vs. Eraredin the yew magestaff (129% power, 4 apr, fire element) (In main hand, 1 of 2)] shimmering yew magestaff of greater warding (120% power, 4 apr, fire element)shimmering yew magestaff of greater warding (120% 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. Power: 121% (-8%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +0(-4) blight When wielded/worn: Armour: +7 Defense: +7 (+7 eff.) Damage when hit (Melee): 0(-4) arcane Maximum wards: +3 fire Changes damage: +20%(-5%) fire Talents granted: +3 Ward +1.00(-) Command Staff Mana each turn: +0.25 Vim when firing critical spell: +0.00 (-2.00) Maximum mana: +44.00 Spellpower: +9 (+3 eff.) (-10 (-4 eff.)) Spell crit. chance: +3% (-) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Eraredin the yew magestaff (129% power, 4 apr, fire element) (In main hand, 1 of 3)] Umbral Razor (129% power, 10 apr)Umbral Razor (129% power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% (+0%) Range: 1.3x (+0.1x) Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+6) Physical crit. chance: +9.0% (+5.5%) Attack speed: 100% (-) Damage (Melee): +0(-4) blight Damage conversion: 50% darkness When wielded/worn: Damage when hit (Melee): 0(-4) arcane Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness / +0%(-25%) fire Talent granted: +0(+-1) Command Staff Stealth bonus: +10 Vim when firing critical spell: +0.00 (-2.00) Spellpower: +0 (+0 eff.) (-19 (-7 eff.)) Spell crit. chance: +0% (-3%) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 110.71 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. Eraredin the yew magestaff (129% power, 4 apr, fire element) (In main hand, 1 of 3)] Stormlash (115% power, 7 apr)Stormlash (115% power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% (-14%) Range: 1.1x (-0.1x) Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 (+3) Physical crit. chance: +5.0% (+1.5%) Attack speed: 125% (+25%) Damage (Melee): +0(-4) blight Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+7 eff.) Damage when hit (Melee): 0(-4) arcane Changes damage: +10% lightning / +0%(-25%) fire Talent granted: +0(+-1) Command Staff Vim when firing critical spell: +0.00 (-2.00) Spellpower: +0 (+0 eff.) (-19 (-7 eff.)) Spell crit. chance: +0% (-3%) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-2%) New effects duration reduction after a teleport: +0% (-10%) It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 19.92 to 59.76 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. Tap to cycle through comparison choices |
[vs. undeterred pair of rough leather boots of evasion (10 def, 1 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 (-1) Defense: +4 (+4 eff.) (-6 (-6 eff.)) Fatigue: -10% (-11%) Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Silence immunity: +0% (-22%) Confusion immunity: +0% (-20%) Pinning immunity: +100% Stun/Freeze immunity: +0% (-20%) 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. cinder rough leather gloves of magic (+3) (0 def, 1 armour) (On hands)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (+1) Damage (Melee): 0(-6) fire Changes stats: +0(-3) Mag / +3 Wil / +2 Cun Changes resistances: +10%(+4%) fire Changes damage: +0%(-4%) arcane / +5%(+1%) fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 36.38 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. cinder rough leather gloves of magic (+3) (0 def, 1 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-1) Damage (Melee): 0(-6) fire Changes stats: +0(-3) Mag / +4 Wil / +4 Cun Changes resistances: +10% nature / +0%(-6%) fire Changes damage: +0%(-4%) fire / +5% nature / +0%(-4%) arcane Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
[vs. cinder rough leather gloves of magic (+3) (0 def, 1 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (+1) Defense: +1 (+1 eff.) Damage (Melee): 0(-6) fire Changes stats: +0(-3) Mag Changes resistances: +0%(-6%) fire Changes damage: +0%(-4%) arcane / +0%(-4%) fire Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. spellwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-1 (-1 eff.)) Changes resistances: +10% light / +10%(-6%) lightning Changes damage: +10% light / +10%(-1%) lightning Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 25.54 to 76.63 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
[vs. spellwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) (On head)] insulating hardened leather cap of the depths (0 def, 3 armour) =WATER=insulating hardened leather cap of the depths (0 def, 3 armour) =WATER= Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +3% Changes resistances: +0%(-16%) lightning / +8% cold / +6% fire Changes damage: +0%(-11%) lightning Allows you to breathe in: water Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) A cap made of leather. |
[vs. spellwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) (On head)] Helm of the Dwarven Emperors (0 def, 6 armour)Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +0%(-16%) lightning Changes damage: +8% light / +0%(-11%) lightning Blindness immunity: +30% Confusion immunity: +30% Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 38.09 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 3 agate3 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Light radius: +0 (-1) Infravision radius: +0 (-2) When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Light radius: +0 (-1) Infravision radius: +0 (-2) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 3 spinel3 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Light radius: +0 (-1) Infravision radius: +0 (-2) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Light radius: +0 (-1) Infravision radius: +0 (-2) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 6 ametrine6 ametrine 0.00 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% Light radius: +0 (-1) Infravision radius: +0 (-2) When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Light radius: +0 (-1) Infravision radius: +0 (-2) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 8 citrine8 citrine 0.00 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. Tap to cycle through comparison choices |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 7 zircon7 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all Light radius: +0 (-1) Infravision radius: +0 (-2) When used to imbue an object: Armour: +1 Changes resistances: +1% all Light radius: +0 (-1) Infravision radius: +0 (-2) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 5 aquamarine5 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all Light radius: +0 (-1) Infravision radius: +0 (-2) When used to imbue an object: Armour: +2 Changes resistances: +2% all Light radius: +0 (-1) Infravision radius: +0 (-2) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 4 topaz4 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Light radius: +0 (-1) Infravision radius: +0 (-2) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Light radius: +0 (-1) Infravision radius: +0 (-2) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 12 amethyst12 amethyst 0.00 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% Light radius: +0 (-1) Infravision radius: +0 (-2) When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Light radius: +0 (-1) Infravision radius: +0 (-2) Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 3 onyx3 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Light radius: +0 (-1) Infravision radius: +0 (-2) When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Light radius: +0 (-1) Infravision radius: +0 (-2) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 2 lapis lazuli2 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Light radius: +0 (-1) Infravision radius: +0 (-2) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Light radius: +0 (-1) Infravision radius: +0 (-2) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. citrine (Socketed Gems of golem (servant of Nonegan), 1 of 2)] 2 emerald2 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all Light radius: +0 (-1) Infravision radius: +0 (-2) When used to imbue an object: Armour: +3 Changes resistances: +3% all Light radius: +0 (-1) Infravision radius: +0 (-2) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. 112 alchemist opal (Quiver, 1 of 2)] 62 alchemist agate62 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. survivor's brass lantern of health (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Maximum life: +0.00 (-41.00) Light radius: +4 (+2) Healing mod.: +10% (-) It can be used to call light (75 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Wretchmight [power 25] (20 cooldown) (Tool)] woodsman's iron pickaxe (dig speed 37 turns)woodsman's iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10%(+4%) nature / +0%(-3%) mind Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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 Nonegan the Cornac Alchemist level 13
15th Dusk 122nd year of Ascendancy at 03:10 see stats
Exterminator
Killed 1000 creatures.By Nonegan the Cornac Alchemist level 17
21st Haze 122nd year of Ascendancy at 07:38 see stats
Level 10
Got a character to level 10.By Nonegan the Cornac Alchemist level 10
10th Mirth 122nd year of Ascendancy at 09:40 see stats
Level 20
Got a character to level 20.By Nonegan the Cornac Alchemist level 20
62nd Haze 122nd year of Ascendancy at 19:56 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Nonegan the Cornac Alchemist level 17
73rd Dusk 122nd year of Ascendancy at 11:52 see stats
The Arena
Unlocked Arena mode.By Nonegan the Cornac Alchemist level 7
78th Pyre 122nd year of Ascendancy at 18:29 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nonegan the Cornac Alchemist level 19
49th Haze 122nd year of Ascendancy at 14:39 see stats
The secret city
Discovered the truth about mages.By Nonegan the Cornac Alchemist level 7
1st Mirth 122nd year of Ascendancy at 04:38 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Nonegan the Cornac Alchemist level 19
61st Haze 122nd year of Ascendancy at 14:19 see stats
Log
Nonegan resists the knockback!
Chronolith Clone casts Rune: Invisibility.
Chronolith Clone vanishes from sight.
Chronolith Twin hits Nonegan for 103 physical damage.
Chronolith Twin stops burning.
Nonegan feels pain again.
Talent Throw Bomb is ready to use.
Chronolith Twin casts Gravity Spike.
Nonegan is drawn in by the singularity!
Chronolith Twin hits Nonegan for 165 physical damage.
Nonegan is free from the entropy.
Nonegan casts Throw Bomb.
Nonegan's spell attains critical power!
Nonegan is surging arcane power.
Nonegan hits Chronolith Twin for 23 physical damage.
Talent Vitality is ready to use.
Nonegan casts Life Tap.
Your golem is currently inactive.
Talent Throw Bomb is ready to use.
Talent Infusion: Regeneration is ready to use.
Nonegan uses Infusion: Regeneration.
Nonegan starts regenerating health quickly.
Chronolith Twin casts Repulsion Blast.
Saving game...
