Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Odyssey of The Summoner 1.5.5This 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Mantis |
| Class | Ritch |
| Level / Exp | 14 / 47% |
| Size | tiny |
| Lifes / Deaths | Killed by Layynn the large brown snake at level 8 on the 7th Flare 122nd year of Ascendancy at 04:07 0 / 7Killed by Layynn the large brown snake at level 8 on the 7th Flare 122nd year of Ascendancy at 05:57 Killed by Golrathra the xorn at level 13 on the 29th Dusk 122nd year of Ascendancy at 14:35 Killed by Golrathra the xorn at level 13 on the 29th Dusk 122nd year of Ascendancy at 17:14 Killed by gwelgoroth at level 14 on the 32nd Dusk 122nd year of Ascendancy at 03:46 Killed by greater gwelgoroth at level 14 on the 32nd Dusk 122nd year of Ascendancy at 08:38 Killed by greater gwelgoroth at level 14 on the 32nd Dusk 122nd year of Ascendancy at 09:08 |
Primary Stats
| Strength | 22 (base 13) |
| Dexterity | 36 (base 33) |
| Constitution | 14 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 40 (base 30) |
| Cunning | 13 (base 10) |
Resources
| Life | -28/448 |
| Fury | 88/88 |
| Stamina | 239/239 |
| Equilibrium | 26 |
| Healing Factor | 1.2326086956521 |
| Regeneration | 12.387717391304 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Barehand
| Damage | 23 |
| Accuracy | 26 |
| Crit Chance | 17% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 33 (42%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 18 |
| Mental Save | 19 |
Defense: Resistances
| Light | + 30%( 70%) |
| Physical | + 5%( 70%) |
| Fire | -20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (0/0)
Class Talents
| Wild-child / Fervency | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Stinger | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Perseverance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-child / Metal Rending | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-child / Extravagancy | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Firestarter | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-heart / Wing Pod | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-child / Cutting Edge | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Bloodletting Beast | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Hoarding Beast | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Ego / Mantis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Natural Combat | 1.00 |
| 0/10 |
| 5/10 |
| 5/10 |
| 1/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 1/10 |
| Wild-child / Cold-Blooded | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Open Veins |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Luck by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...? *** Investigation You recall being a connoisseur of knives and blades. Surely, you need only examine a few about the world before finding one that once changed hands with you. *** "Murder" You died... Or, were you killed? What exactly happened on that day...? How could you possibly retrace your steps...? - There was a blade involved. Yours...? Theirs...? Whose... - ... Yes, it was you-- You were punctured. - But wait-- So were they. He taunted you in his death, describing the poison he'd coated the blade with. - It was a spiteful, last-ditch attempt at trumping you. For some reason, it seems he intended to take you down with him. - You were betrayed; the one you were targetting somehow got away, despite how certain his death was. Someone helped him... And left you to die. - You spent every last second burning that painful sensation into your mind. It proved useful, as THIS is what has allowed you to recall these moments! | 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. | active |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
| Tool | Turerab the iron pickaxe (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 16 mind Changes stats: +3 Str Maximum hate: +2.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| Tool | miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 14/40) : Effective talent level: 2.0 Power cost: 40 out of 14/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (96 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Bear's Visage Bear's Visage1.00 Encumbrance. [Unique] Type: head / trophy ; tier 1 When wielded/worn: Armour penetration: +10 Physical power: +10 (+3 eff.) Armour: +3 Defense: +12 (+6 eff.) Changes resistances: +5% physical A trophy from Norgos, the Guardian. Their body was savaged in various ways (2 overkill). You estimate its worth at 6.45 gold. Berserkers commonly wear bear masks to intimidate their foes. You suppose a bear head works just as well...? |
| Cloak | enveloping linen cloak of the Shaloren (8 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +1 Wil / +1 Mag Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
regeneration infusion (heal 60 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 76 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 76 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 182 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 143 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 143 life over 5 turns. 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. |
sun infusion of the wizard (rad 5; power 25; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 12). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 25) for 4 turns. 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. |
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: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (resist 13%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 or physical effect and reduce all damage taken by 13% for 4 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. |
manasurge rune (619% regen over 10 turns; 31 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 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 619% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune of the duelist (range 8; power 24; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 7; power 20; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (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 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
starlit copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +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 48.63 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. |
Unerring Scalpel (15-19.5 power, 35 apr) [durability 152/152]Requires: - Talent Engraft Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +35 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Armour: +8 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Durability: 152/152 This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
flaming iron dagger of daylight (10-13 power, 7 apr) [durability 67/67]Requires: - Talent Engraft Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 light Burst (radius 1) on hit: +4 fire Damage against: +5% Undead When wielded/worn: Armour: +5 Durability: 67/67 Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 7 apr) [durability 67/67]Requires: - Talent Engraft 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour: +5 Durability: 67/67 Sharp, short and deadly. |
iron dagger of massacre (15-19.5 power, 7 apr) [durability 67/67]Requires: - Talent Engraft Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour: +8 Durability: 67/67 Sharp, short and deadly. |
steel dagger of crippling (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +4.0% Sharp, short and deadly. |
truestriking steel dagger of phasing (12.5-16.25 power, 11 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +4 Changes resistances penetration: +6% physical Sharp, short and deadly. |
(Trimmed) balanced iron greatsword of dampening (9.9-15.84 power, 2 apr) [durability 84/84]Requires: - Talent Engraft Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: weapon / greatsword ; tier 1 Base power: 9.9 - 15.8 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Armour: +5 Defense: +7 (+4 eff.) Changes resistances: +12% acid / +10% fire / +12% cold / +12% lightning Spell save: +7 (+4 eff.) Disarm immunity: +28% Durability: 84/84 Massive two-handed swords. |
Charrupture (15-21 power, 5 apr) [durability 203/203]Requires: - Talent Engraft Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% * leeches stamina from the target Damage (Melee): +8 temporal / +7 nature Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +12 Damage when hit (Melee): 5 nature slow Changes stats: +2 Str Changes damage: +8% physical Silence immunity: +15% Stamina when hit: +0.50 Durability: 203/203 Sharp, long, and deadly. |
chilling iron longsword (11-15.4 power, 3 apr) [durability 67/67]Requires: - Talent Engraft Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 cold When wielded/worn: Armour: +6 Durability: 67/67 Sharp, long, and deadly. |
linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Infravision radius: +3 See stealth: +5 See invisible: +5 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 9%, and attempts to push all creatures other than yourself out of its radius, inflicting 1.93 light damage and 1.76 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
9 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lisymira the ShadowtyphoonPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 darkness / 12 fire Changes resistances: +6% fire Changes resistances penetration: +20% darkness Light radius: +4 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
iron torque of thermal psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 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. Torques are made by powerful psionics to store psionic powers. |
Amorphous Crystal Shard Amorphous Crystal Shard1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 2 It can be used to crush it and acquire a precious gem, costing 1 power out of 1/1. A trophy from Spellblaze Crystal. Their body was savaged in various ways (7 overkill). You estimate its worth at 9.32 gold. This shard refracts numerous colors and takes various shapes. Where and when you shatter it will determine what form it retains. |
Bandit's Ledger Bandit's Ledger1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 1 When carried: Talent mastery: +0.20 Wild-child / Cold-Blooded A trophy from The Possessed. Their body was savaged in various ways (1 overkill). You estimate its worth at 5.59 gold. Hm? A ledger... It seems he was thinking the very same thing YOU were! |
Bill's Brawn Bill's Brawn1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 1 When carried: Physical power: +5 (+1 eff.) Changes resistances: -10% fire Changes damage: +10% physical A trophy from Bill the Stone Troll. Their body was savaged in various ways (4 overkill). You estimate its worth at 6.98 gold. Even long after this arm was severed, the muscles still remain tense and taut... |
Bullhorns Mantlepiece Bullhorns Mantlepiece15.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 2 When carried: Changes stats: +5 Str / +5 Wil / +5 Con A trophy from Minotaur of the Labyrinth. Their body was savaged in various ways (15 overkill). You estimate its worth at 12.91 gold. Nothing quite makes you feel strong like having a bull's head as a mantlepiece! |
Prox's Vigour Prox's Vigour1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 1 When carried: Physical power: +5 (+1 eff.) Changes resistances: -10% fire Life regen: +3.00 Healing mod.: +10% A trophy from Prox the Mighty. Their body was savaged in various ways (13 overkill). You estimate its worth at 5.59 gold. This scabby troll's ear STILL seems to be trying to reattach to its former body... |
arcane elm wand of trap destruction [power 19] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (19 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
3 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. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Gwelgoroth misses Xerymina.
Greater gwelgoroth casts Shock.
Greater gwelgoroth's Shock hits Xerymina for 85 lightning damage.
Xerymina is dazed!
Xerymina's Flamespit hits Gwelgoroth for 27 fire damage.
Xerymina is not dazed anymore.
Gwelgoroth hits Xerymina for 6 lightning damage.
Xerymina hits Gwelgoroth for 16 mind damage.
Greater gwelgoroth resists the mind attack!
Greater gwelgoroth hits Xerymina for 8 lightning damage.
Xerymina hits Greater gwelgoroth for 7 mind damage.
Xerymina's Flamespit hits Gwelgoroth for 54 fire damage.
Gwelgoroth misses Xerymina.
Greater gwelgoroth misses Xerymina.
Gwelgoroth misses Xerymina.
Greater gwelgoroth misses Xerymina.
The gwelgoroth is slain: 63% merciless.
You have successfully headhunted the gwelgoroth.
Xerymina's Flamespit hits Gwelgoroth for 54 fire damage.
Xerymina's Flamespit killed Gwelgoroth!
Greater gwelgoroth hits Xerymina for 7 lightning damage.
Xerymina hits Greater gwelgoroth for 15 mind damage.
Xerymina's Flamespit hits Greater gwelgoroth for 54 fire damage.
Greater gwelgoroth casts Lightning.
Saving done.
Saving game...



























