








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat QuickTome QoL Changes 1.6.7Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Qlass Pack 1.6.7Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Actually Usable Bathe in Light 1.6.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Items Vault 1.6.0Donators/Buyers bonus! 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. Animist 1.6.0Adds the Animist class, a wielder of the elemental spirits. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Ashes of Urh'Rok 1.6.7Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Swordsmaster Class 1.6.7Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dreamelf |
| Class | Anorithil |
| Level / Exp | 28 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Emegaba the elven guard at level 28 on the 10th Haze 122nd year of Ascendancy at 23:17 / 1 |
Primary Stats
| Strength | 15 (base 12) |
| Dexterity | 2 (base 1) |
| Constitution | 59 (base 59) |
| Magic | 85 (base 60) |
| Willpower | 6 (base 1) |
| Cunning | 27 (base 23) |
Resources
| Life | -146/825 |
| Positive | 37/101 |
| Negative | 75/101 |
| Healing Factor | 2.2134514392861 |
| Regeneration | 13.834071495538 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -50% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | -19 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 51% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 6% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Cold | +3% |
| Darkness | +33% |
| Light | +20% |
| Temporal | +8% |
| Blight | +34% |
| Arcane | +21% |
| Fire | +29% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Darkness | +10% |
| Cold | +5% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 34 (80%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 53 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 38%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 60%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 25%( 70%) |
| Fire | + 43%( 70%) |
| Lightning | + 57%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Bleed Resistance | 40% |
| Confusion Resistance | 28% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 55% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 562 damage for 6 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 470% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Celestial / Sunlight | 1.50 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Race / Dreamelf | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Hymn of Perseverance |
| talent | Corona |
| talent | Chant of Resistance |
| detrimental effect | The target is on fire, taking 71.70 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is ready to dig. Digging Mode |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| detrimental effect | The target has been splashed with acid, taking 46.89 acid damage per turn, reducing armour by 15 and attack by 15. Acid Splash |
| detrimental effect | The target is poisoned, taking 73.77 nature damage per turn. Deadly Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Increases the effectiveness of all healing the target receives by 52%. Empowered Healing |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. 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 |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic 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 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 34% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Salilrann the Galewolf0.0 T3 lite [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Melee Ret 10 fire ----- def ----- Resists +16% blight +6% fire +7% darkness +9% lightning ---------- misc Light +6 Infravis +5 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 17 blight damage or heals 44 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat 'Emywyn' (1 def, 6 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +11% darkness +15% blight ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +15% lightning +16% darkness +5% arcane Die.at -60.00 life A pointy cloth hat, very wizardly... |
| Tool | ash wand of shielding 'Radhydil' [power 194] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Mind.pwr +20 (+10 eff.) ----- def ----- Die.at -80.00 life Max.HP +100.00 Heal.mod +15% Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Tulestir the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Spell.pwr +25 (+6 eff.) Dmg.mod +10% blight +6% arcane Res.pen +5% arcane ----- def ----- Resists +10% blight Spell.save +6 (+2 eff.) ---------- misc Max.vim +30.00 Rings can have magical properties. |
| On fingers | warrior's copper ring of life0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +41.00 HP.reg +6.00 Heal.mod +12% Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | ash magestaff 'Kindlewar' (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +29.00% Spell.pwr +14 (+4 eff.) Melee+ 16 fire Dmg.mod +6% light +15% fire Res.pen +5% cold ----- def ----- Resists +6% light ---------- misc Vim/s.crit +2.00 Max.vim +16.00 See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | linen cloak 'Icecut' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Spell.crit +1% Spell.pwr +15 (+4 eff.) Dmg.mod +9% blight +3% cold Melee Ret 2 cold ----- def ----- Defense +1 (+0 eff.) Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Polena'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Armour +2 Resists +15% light +20% darkness Phys.save +14 (+7 eff.) Spell.save +12 (+4 eff.) Mind.save +14 (+7 eff.) Heal.mod +10% Blind- +27% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
heroism infusion of the titan (die at -536; dur 6; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -536 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1166 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 559%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 559% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 455%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 455% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 309; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 309 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the psychic (absorb 30; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 30 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 55; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 105; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 105 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
protective copper amulet of the eclipse0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 6 light 5 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 16% * 6% chance to blind ----- def ----- Armour +4 Defense +5 (+3 eff.) Res.Cap +2% all Phys.save +9 (+5 eff.) Disease- +15% Amulets can have magical properties. It was changed by the digestive sack. |
copper ring 'Belith'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Acc +5 (+5 eff.) ----- def ----- Armour +4 HP.reg +1.00 Stun/Frz- +21% Rings can have magical properties. |
copper ring 'Chargetouch'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% lightning ----- def ----- Resists +6% acid +3% darkness +9% fire +22% nature +6% mind Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
Tolar the Floestreak0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +5 (+3 eff.) Melee+ 15 light Ranged+ 12 light Dmg.mod +12% light +3% nature Acc +6 (+6 eff.) Melee Ret 10 cold Rings can have magical properties. |
Zubyrekira the Tidestoker0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +10% arcane +3% blight Res.pen +5% blight +15% cold Acc +8 (+8 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Resists +10% arcane +6% cold HP.reg +3.00 Stun/Frz- +20% Rings can have magical properties. |
Corpsetorrent the ash starstaff (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +8 (+4 eff.) Spell.pwr +13 (+3 eff.) Dmg.mod +15% darkness +6% physical Acc +8 (+8 eff.) Melee Ret 4 nature ----- def ----- Armour +12 Die.at -80.00 life ---------- misc Max.stam +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gyyanne the ash starstaff (118% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Rare] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +42 (+9 eff.) Dmg.mod +9% arcane +19% temporal Res.pen +10% arcane ---------- misc Mana/s.crit +2.00 Hate/m.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Duathelmaster the yew vilestaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +21% Crit.mult +12.00% Spell.pwr +9 (+2 eff.) Dmg.mod +35% darkness Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +3% mind ---------- misc Talents +1 Command Staff On Spell Hit: 10% Earthen Missiles 3 Staves designed for wielders of magic, by the greats of the art. |
chilling stralite greatmaul of crippling (163% power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 163% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +17.0% Massive two-handed mauls. |
stralite longsword 'Ulfahor' (142% power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Arcane Power 142% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +17 blight On Hit: * 25% chance to reduce strength, dexterity, and constitution by 33 While equipped: Stats +7 Mag +6 Wil +9 Cun ---------- misc Light +3 Sharp, long, and deadly. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 132% Range: 1.3x Uses 45% Str, 5% Mag, 55% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
acidic stralite shield of resistance (0 def, 8 armour, 138 block)7.0 T4 shield armor Reqs - Shield usage training Str 35 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 12 acid ----- def ----- Armour +8 Fatigue +8% Resists +8% acid +9% fire +9% lightning +9% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+8 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
duelist's cured leather armour (8 def, 7 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex ----- def ----- Armour +7 Defense +8 (+6 eff.) Fatigue +7% A suit of armour made of leather. |
Boribers (5 def, 10 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +12 Wil dps ---------- Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 43% ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Resists +20% blight +23% darkness +6% light +44% lightning Mind.save +18 (+9 eff.) ---------- misc Light +2 A suit of armour made of mail. |
Porata the Suncutter1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +5 (+1 eff.) Dmg.mod +3% arcane +12% blight ----- def ----- Resists +3% light Max.HP +30.00 ---------- misc Max.mana +80.00 A belt that goes around your waist. |
Nimbusravage (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% lightning Res.pen +10% mind +10% cold Melee Ret 4 mind ----- def ----- Defense +2 (+0 eff.) Resists +13% blight +6% cold +13% nature HP.reg +4.00 Heal.mod +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Rhedar' (10 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +11 Defense +10 (+8 eff.) Spell.save +9 (+3 eff.) Die.at -60.00 life Knockbk- +20% A pair of boots made of leather. |
Isloldath the Rainrend (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +25% cold ----- def ----- Armour +3 Fatigue -2% Resists +3% light +3% darkness Phys.save +7 (+4 eff.) Max.HP +40.00 Disease- +10% ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayirathra the Dourserpent (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% darkness Res.pen +10% blight +10% lightning Melee Ret 8 lightning ----- def ----- Armour +3 Fatigue +2% Resists +6% blight ---------- misc Stam/turn +0.40 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Bethelle' (30 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Dex +3 Con ----- def ----- Armour +3 Defense +30 (+24 eff.) Fatigue +2% Resists +9% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xerulle the pair of dwarven-steel boots (15 def, 6 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +4.0% Phys.pwr +10 (+5 eff.) ----- def ----- Armour +6 Defense +15 (+13 eff.) Fatigue +3% Resists +9% fire +9% cold Crit.dmg- 10.00% Die.at -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Eloyatta' (0 def, 16 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +16 Fatigue +3% Spell.save +12 (+4 eff.) Die.at -20.00 life Cut- +20% Stun/Frz- +10% Knockbk- +20% ---------- misc Stam/turn +0.60 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dairondur (0 def, 3 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +3 Resists +3% acid +6% temporal +6% mind Spell.save +3 (+1 eff.) Die.at -20.00 life Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dairulin the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Cun +3 Dex dps ---------- Mind.pwr +15 (+8 eff.) Res.pen +10% mind Acc +13 (+13 eff.) Apr +7 ----- def ----- Armour +2 Resists +7% blight +7% darkness +13% arcane Affinity +7% nature Phys.save +5 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +15 (+8 eff.) Disarm- +24% ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +13.0% Spell.crit +13% Mind.crit +12% Crit.mult +5.00% Melee+ 14 temporal Ranged+ 12 temporal Dmg.mod +9% temporal ----- def ----- Armour +3 Resists +15% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Darkclamor the iron gauntlets (0 def, 7 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Spell.crit +2% S.pwr/crit +8 Melee+ 6 physical Dmg.mod +9% arcane +4% physical Phasing +30% On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +7 Fatigue +1% Spell.save +9 (+3 eff.) ---------- misc Max.mana +100.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Kindleoath' (0 def, 2 armour)1.5 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Mag +3 Wil +3 Con dps ---------- Mind.pwr +3 (+2 eff.) Melee+ 18 mind 20 darkness Dmg.mod +4% arcane +3% light On Hit (Melee): * 14% chance to reduce all saves and defense by 19 ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness Mind.save -12 (-6 eff.) Disarm- +25% ---------- misc Light +3 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +1.20 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Voidwither' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +5% arcane +6% blight Crit.dmg- 5.00% Heal.mod +5% Silence- +10% A pointy cloth hat, very wizardly... |
Firetaint the rough leather cap (30 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Defense +30 (+24 eff.) Fatigue +1% Resists +3% darkness Cut- +10% A cap made of leather. |
Ivavea the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +8 Str +8 Dex +4 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Fatigue +5% Resists +3% lightning +9% temporal +16% darkness +6% light Mind.save +5 (+3 eff.) ---------- misc Light +2 Infravis +6 A cap made of leather. |
dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+6 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+6 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
190 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Galebender2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% Dmg.mod +3% darkness Melee Ret 4 lightning ---------- misc Stam/turn +1.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Gedawe2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +2 Defense +15 (+13 eff.) Resists +3% blight ---------- misc Light +5 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 lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
alchemist's lamp 'Glacierwild'1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% temporal +6% cold Mind.save +11 (+6 eff.) Die.at -20.00 life Blind- +20% Cut- +10% Knockbk- +20% ---------- misc Light +7 See.Stealth +10 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(40 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 104.48 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
ash wand of shielding 'Bilebile' [power 200] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% nature ----- def ----- Resists +9% acid Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dreaming Sun the Dreamelf Anorithil level 17
12nd Dusk 122nd year of Ascendancy at 11:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dreaming Sun the Dreamelf Anorithil level 23
60th Dusk 122nd year of Ascendancy at 05:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dreaming Sun the Dreamelf Anorithil level 10
1st Summertide 122nd year of Ascendancy at 02:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dreaming Sun the Dreamelf Anorithil level 20
38th Dusk 122nd year of Ascendancy at 21:16 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Dreaming Sun the Dreamelf Anorithil level 4
77th Pyre 122nd year of Ascendancy at 19:05 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dreaming Sun the Dreamelf Anorithil level 19
33rd Dusk 122nd year of Ascendancy at 22:44 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dreaming Sun the Dreamelf Anorithil level 15
1st Dusk 122nd year of Ascendancy at 12:01 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Dreaming Sun the Dreamelf Anorithil level 17
16th Dusk 122nd year of Ascendancy at 20:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dreaming Sun the Dreamelf Anorithil level 10
1st Summertide 122nd year of Ascendancy at 12:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dreaming Sun the Dreamelf Anorithil level 17
16th Dusk 122nd year of Ascendancy at 06:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dreaming Sun the Dreamelf Anorithil level 25
67th Dusk 122nd year of Ascendancy at 10:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dreaming Sun the Dreamelf Anorithil level 15
10th Flare 122nd year of Ascendancy at 16:17 see stats
Log
Dreaming Sun is knocked back!
Betutira the ogre pounder hits Xaneseba the elven warrior for (139 blocked), 39 physical (39 total damage).
Betutira the ogre pounder hits Dreaming Sun for (121 absorbed), 161 physical (161 total damage).
Xaneseba the elven warrior hits Dreaming Sun for 232 physical damage.
Melee retaliation hits Xaneseba the elven warrior for 7 darkness, 10 light, 4 fire, 1 cold (21 total damage).
Dreaming Sun casts Twilight.
Worm that walks (servant of Xanirewyn the elven elite warrior) hits Dreaming Sun for 3 physical, 2 physical (5 total damage).
Melee retaliation hits Worm that walks (servant of Xanirewyn the elven elite warrior) for 7 darkness, 13 light, 8 fire, 1 cold, 7 darkness, 13 light, 8 fire, 1 cold (58 total damage).
Burning from Betutira the ogre pounder hits Dreaming Sun for 23 fire damage.
Acid Splash from Emegaba the elven guard hits Dreaming Sun for 36 acid damage.
Deadly Poison from Emegaba the elven guard hits Dreaming Sun for 62 nature damage.
Xanirewyn the elven elite warrior uses Shield Pummel.
Xanirewyn the elven elite warrior hits Dreaming Sun for 46 physical, 57 physical (102 total damage).
Melee retaliation hits Xanirewyn the elven elite warrior for 7 darkness, 10 light, 4 fire, 1 cold, 7 darkness, 10 light, 4 fire, 1 cold (42 total damage).
Emegaba the elven guard performs a melee critical strike against Dreaming Sun!
Emegaba the elven guard performs a melee critical strike against Dreaming Sun!
Emegaba the elven guard hits Dreaming Sun for 205 physical, 31 darkness, 97 physical, 31 darkness (363 total damage).
Melee retaliation hits Emegaba the elven guard for 6 darkness, 10 light, 5 fire, 1 cold, 6 darkness, 10 light, 5 fire, 1 cold (43 total damage).
Dreaming Sun the level 28 dreamelf anorithil was shadowed to death by Emegaba the elven guard on level 1 of Dark crypt.
Dreaming Sun is free from the acid.
Dreaming Sun is no longer surging arcane power.
Dreaming Sun stops burning.
Dreaming Sun deactivates Hymn of Perseverance.
A shield forms around Dreaming Sun.
Dreaming Sun is not stunned anymore.
Dreaming Sun is no longer poisoned.
Dreaming Sun deactivates Corona.
Dreaming Sun is not crippled anymore.
Dreaming Sun deactivates Chant of Resistance.







































































































