Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Forbidden Cults 1.5.9Official 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Possessor Bonus Class 1.5.4Donators/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. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Doctornull's Class Pack 1.4.2This 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. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Sentient Crystal |
| Class | Archmage |
| Level / Exp | 17 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by minotaur at level 10 on the 5th Dusk 122nd year of Ascendancy at 14:37 0 / 6Killed by Elalelaith the cutpurse at level 10 on the 6th Dusk 122nd year of Ascendancy at 06:34 Killed by war hound at level 11 on the 7th Dusk 122nd year of Ascendancy at 03:33 Killed by Neroth the war bear at level 13 on the 51st Dusk 122nd year of Ascendancy at 23:56 Killed by Weirdling Beast at level 16 on the 65th Dusk 122nd year of Ascendancy at 16:31 Killed by fire wyrm at level 17 on the 25th Haze 122nd year of Ascendancy at 08:15 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 65 (base 44) |
| Willpower | 49 (base 38) |
| Cunning | 18 (base 11) |
Resources
| Life | -139/226 |
| Mana | 248/422 |
| Healing Factor | 1.3164835164835 |
| Regeneration | 0.32912087912088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 9 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 6 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +26% |
| Fire | +12% |
| Temporal | +45% |
| Physical | +9% |
| Arcane | +12% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Physical | +7% |
| Temporal | +8% |
Defense: Base
| Armour (hardiness) | 22 (45%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 41 |
| Mental Save | 40 |
Defense: Resistances
| Blight | + 34%( 80%) |
| Arcane | + 37%( 80%) |
| Cold | + 37%( 80%) |
| All | + 18%( 80%) |
| Lightning | + 25%( 80%) |
| Temporal | + 25%( 80%) |
| Mind | + 20%( 80%) |
| Fire | + 25%( 80%) |
| Nature | + 34%( 80%) |
Defense: Immunities
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 425 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Arcane elements | 1.50 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Crystal | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Arcane Power |
| detrimental effect | The target is confused, acting randomly (chance 42%) and unable to perform complex actions. Confused |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Xann the thief. Escort: temporal explorer (level 2 of Trollmire) | failed |
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 talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 21. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. | active |
Equipment
| Light source | [vs. Wintertide Phial (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 (-) Infravision radius: +6 (-) It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | [vs. Extradimensional Hat (0 def, 0 armour) (On head)]Extradimensional Hat (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5%(-) temporal Changes damage: +5%(-) temporal Maximum encumbrance: +50 (-) Spellpower: +3 (+1 eff.) (-) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
| Crystal-imbued Gem | opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 (-) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 0(-12) item mind gloom / 5(-) bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 0(-12) item mind gloom / 9(-) bleed Changes stats: +4(-) Str / +5(-) Mag / +4(-) Wil / +2(-) Cun Changes resistances penetration: +10%(-) arcane Changes damage: +12%(-) arcane Hate when firing a critical mind attack: +2.00 (-) Maximum hate: +6.00 (-) Spellpower: +11 (+3 eff.) (-) Cannot be unequipped or rerolled until level 18. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]Arcumbra Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-8) Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-12) item mind gloom / 0(-5) bleed Damage (Ranged): 0(-12) item mind gloom / 0(-9) bleed Changes stats: +0(-4) Str / +0(-5) Mag / +0(-4) Wil / +0(-2) Cun / +2 Con Changes resistances: +3% lightning Changes resistances penetration: +0%(-10%) arcane Changes damage: +6% lightning / +0%(-12%) arcane Spell save: +11 (+3 eff.) Mental save: +7 (+2 eff.) Silence immunity: +21% Confusion immunity: +20% Mana each turn: +0.12 Hate when firing a critical mind attack: +0.00 (-2.00) Maximum stamina: +14.00 Maximum hate: +0.00 (-6.00) Spellpower: +0 (+0 eff.) (-11 (-3 eff.)) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. Branendur (20-24 power, 4 apr, lightning element) (In main hand)]Branendur (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +12(-) mind When wielded/worn: Changes stats: +4(-) Wil / +2(-) Mag Changes damage: +20%(-) lightning Talents granted: +1.00(-) Command Staff Mental save: +30 (+15 eff.) (-) Equilibrium when hit: +0.08 (-) Maximum mana: +41.00 (-) Maximum hate: +8.00 (-) Spellpower: +13 (+4 eff.) (-) Spell crit. chance: +3% (-) Heals friendly targets nearby when you use a nature summon: +20 (-) Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. Xomina the Strikerigor (0 def, 2 armour) (On hands)]Xomina the Strikerigor (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 0(-14) item mind gloom / 18(-) mind / 17(-) darkness Changes resistances: +6%(-) lightning Changes damage: +30%(-) temporal Mental save: -11 (-3 eff.) (-) Mindpower: +3 (+1 eff.) (-) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. Elenydig the cashmere robe (2 def, 0 armour) (Main armor)]Elenydig the cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +3(-) Mag Changes resistances: +3%(-) mind / +3%(-) temporal Changes resistances penetration: +7%(-) physical / +8%(-) temporal Changes damage: +9%(-) physical / +10%(-) temporal Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) Reduces paradox anomalies(equivalent to willpower): +11 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Lavaoblivion (9 def, 0 armour) (Cloak)]Lavaoblivion (9 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) (-) Changes stats: +2(-) Dex / +3(-) Cun Changes resistances: +9%(-) fire Changes damage: +12%(-) fire Physical save: +7 (+4 eff.) (-) Infravision radius: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. savior's steel amulet of manastreaming (Around neck)]savior's steel amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1(-) Mag Physical save: +10 (+7 eff.) (-) Spell save: +12 (+6 eff.) (-) Mental save: +10 (+5 eff.) (-) Mana each turn: +0.15 (-) Spellpower on spell critical (stacks up to 3 times): +3 (-) Maximum mana: +29.00 (-) Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion of the duelist (heal 120 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 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. |
[vs. savior's steel amulet of manastreaming (Around neck)]grounding copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-1) Mag Changes resistances: +13% lightning Physical save: +0 (+0 eff.) (-10 (-7 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Stun/Freeze immunity: +21% Mana each turn: +0.00 (-0.15) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Maximum mana: +0.00 (-29.00) Amulets can have magical properties. |
[vs. savior's steel amulet of manastreaming (Around neck)]This item will automatically be transmogrified when you leave the level. warrior's steel amulet of cunning (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun / +0(-1) Mag Changes resistances: +6% physical Physical save: +0 (+0 eff.) (-10 (-7 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Stamina each turn: +0.30 Mana each turn: +0.00 (-0.15) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Maximum mana: +0.00 (-29.00) Amulets can have magical properties. |
[vs. Wheel of Fate (On fingers, 1 of 2)]copper ring of lightning (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-8) Damage (Melee): 0(-12) item mind gloom / 0(-5) bleed Damage (Ranged): 0(-12) item mind gloom / 0(-9) bleed Changes stats: +0(-4) Str / +0(-5) Mag / +0(-4) Wil / +0(-2) Cun Changes resistances: +20% lightning Changes resistances penetration: +0%(-10%) arcane Changes damage: +10% lightning / +0%(-12%) arcane Hate when firing a critical mind attack: +0.00 (-2.00) Maximum hate: +0.00 (-6.00) Spellpower: +0 (+0 eff.) (-11 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+5 eff.) Armour: +0 (-8) Damage (Melee): 0(-12) item mind gloom / 0(-5) bleed Damage (Ranged): 0(-12) item mind gloom / 0(-9) bleed Changes stats: +0(-4) Str / +0(-5) Mag / +0(-4) Wil / +0(-2) Cun Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-12%) arcane Hate when firing a critical mind attack: +0.00 (-2.00) Maximum hate: +0.00 (-6.00) Spellpower: +8 (+2 eff.) (-3 (-1 eff.)) Mindpower: +6 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Branendur (20-24 power, 4 apr, lightning element) (In main hand)]Apprentice Staff (10-12 power, 0 apr, arcane element) Requires: - Magic 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-10.0 - -12.0) Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-4) Crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +0(-12) mind When wielded/worn: Changes stats: +0(-4) Wil / +0(-2) Mag Changes resistances: +10% lightning / +10% fire / +10% arcane / +10% cold Changes damage: +10%(-10%) lightning / +10% fire / +10% arcane / +10% cold Talent masteries: +0.20 Spell / Ordered hedgemagic +0.20 Spell / Force Talents granted: +1.00(-) Command Staff Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Equilibrium when hit: +0.00 (-0.08) Maximum mana: +0.00 (-41.00) Maximum hate: +0.00 (-8.00) Spellpower: +5 (+2 eff.) (-8 (-2 eff.)) Spell crit. chance: +0% (-3%) Heals friendly targets nearby when you use a nature summon: +0 (-20) A staff that has been carefully constructed for novices of the Art. |
[vs. Branendur (20-24 power, 4 apr, lightning element) (In main hand)]elm starstaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-10.0 - -12.0) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-2) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-12) mind When wielded/worn: Changes stats: +0(-4) Wil / +0(-2) Mag Changes damage: +10% darkness / +0%(-20%) lightning Talents granted: +1.00(-) Command Staff Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Equilibrium when hit: +0.00 (-0.08) Maximum mana: +0.00 (-41.00) Maximum hate: +0.00 (-8.00) Spellpower: +3 (+1 eff.) (-10 (-3 eff.)) Spell crit. chance: +1% (-2%) Heals friendly targets nearby when you use a nature summon: +0 (-20) Staves designed for wielders of magic, by the greats of the art. |
[vs. Branendur (20-24 power, 4 apr, lightning element) (In main hand)]elm starstaff 'Eilinuratira' (10-12 power, 2 apr, physical element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-10.0 - -12.0) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-2) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) On weapon hit: * 20% chance to cause random gloom (+20%) Damage (Melee): +0(-12) mind When wielded/worn: Physical crit. chance: +5.0% Changes stats: +0(-4) Wil / +0(-2) Mag Changes damage: +0%(-20%) lightning / +10% physical Talents granted: +1.00(-) Command Staff Critical mult.: +17.00% Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Life regen: +0.40 Equilibrium when hit: +0.00 (-0.08) Maximum mana: +0.00 (-41.00) Maximum hate: +0.00 (-8.00) Spellpower: +3 (+1 eff.) (-10 (-3 eff.)) Spell crit. chance: +1% (-2%) Heals friendly targets nearby when you use a nature summon: +0 (-20) Staves designed for wielders of magic, by the greats of the art. |
[vs. Branendur (20-24 power, 4 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. cruel yew magestaff of illumination (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +0(-12) mind When wielded/worn: Physical crit. chance: +5.0% Defense: +7 (+3 eff.) Effects on melee hit: * 10% chance to blind Changes stats: +0(-4) Wil / +0(-2) Mag Changes damage: +20%(-) lightning Talents granted: +1.00(-) Command Staff Critical mult.: +12.00% Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Equilibrium when hit: +0.00 (-0.08) Maximum mana: +0.00 (-41.00) Maximum hate: +0.00 (-8.00) Spellpower: +9 (+3 eff.) (-4 (-1 eff.)) Spell crit. chance: +3% (-) Light radius: +2 Heals friendly targets nearby when you use a nature summon: +0 (-20) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 108.50 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. Branendur (20-24 power, 4 apr, lightning element) (In main hand)]Colaryem (48-76.8 power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8(+28.0 - +52.8) Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 (+8) Crit. chance: +11.0% (+7.5%) Attack speed: 50% (-50%) Damage (Melee): +0(-12) mind When wielded/worn: Fatigue: -12% Changes stats: +7 Dex / +0(-2) Mag / +0(-4) Wil Changes resistances: +7% lightning Changes damage: +7%(-13%) lightning Talent granted: +0(+-1) Command Staff Maximum encumbrance: +50 Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Equilibrium when hit: +0.00 (-0.08) Maximum mana: +0.00 (-41.00) Maximum hate: +0.00 (-8.00) Spellpower: +0 (+0 eff.) (-13 (-4 eff.)) Spell crit. chance: +0% (-3%) Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +0 (-20) Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
[vs. Branendur (20-24 power, 4 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword (33-52.8 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8(+13.0 - +28.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-2) Crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +0(-12) mind When wielded/worn: Accuracy: +10 (+10 eff.) Defense: +10 (+5 eff.) Changes stats: +0(-4) Wil / +0(-2) Mag Changes damage: +0%(-20%) lightning Talent granted: +0(+-1) Command Staff Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Disarm immunity: +28% Equilibrium when hit: +0.00 (-0.08) Maximum mana: +0.00 (-41.00) Maximum hate: +0.00 (-8.00) Spellpower: +0 (+0 eff.) (-13 (-4 eff.)) Spell crit. chance: +0% (-3%) Heals friendly targets nearby when you use a nature summon: +0 (-20) Massive two-handed swords. |
[vs. Branendur (20-24 power, 4 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. steel longsword (17-23.8 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8(-3.0 - -0.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Damage (Melee): +0(-12) mind When wielded/worn: Changes stats: +0(-4) Wil / +0(-2) Mag Changes damage: +0%(-20%) lightning Talent granted: +0(+-1) Command Staff Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Equilibrium when hit: +0.00 (-0.08) Maximum mana: +0.00 (-41.00) Maximum hate: +0.00 (-8.00) Spellpower: +0 (+0 eff.) (-13 (-4 eff.)) Spell crit. chance: +0% (-3%) Heals friendly targets nearby when you use a nature summon: +0 (-20) Sharp, long, and deadly. |
[vs. Branendur (20-24 power, 4 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. steel waraxe (14-19.6 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6(-6.0 - -4.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-1) Crit. chance: +4.0% (+0.5%) Attack speed: 100% (-) Damage (Melee): +0(-12) mind When wielded/worn: Changes stats: +0(-4) Wil / +0(-2) Mag Changes damage: +0%(-20%) lightning Talent granted: +0(+-1) Command Staff Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Equilibrium when hit: +0.00 (-0.08) Maximum mana: +0.00 (-41.00) Maximum hate: +0.00 (-8.00) Spellpower: +0 (+0 eff.) (-13 (-4 eff.)) Spell crit. chance: +0% (-3%) Heals friendly targets nearby when you use a nature summon: +0 (-20) One-handed war axes. |
This item will automatically be transmogrified when you leave the level.arcing quiver of ash arrows of paradox (19/19, 19.5-27.3 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to arc to a second target Damage (Ranged): +12 lightning / +11 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots (17/17, 30-36 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.0 - 36.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
[vs. Elenydig the cashmere robe (2 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-2 (-1 eff.)) Changes stats: +0(-3) Mag Changes resistances: +0%(-3%) mind / +0%(-3%) temporal Changes resistances penetration: +0%(-7%) physical / +0%(-8%) temporal Changes damage: +0%(-9%) physical / +0%(-10%) temporal Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) Reduces paradox anomalies(equivalent to willpower): +0 (-11) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Elenydig the cashmere robe (2 def, 0 armour) (Main armor)]Sootborn the woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage when hit (Melee): 20 darkness Changes stats: +0(-3) Mag Changes resistances: +28% lightning / +0%(-3%) temporal / +9% darkness / +0%(-3%) mind Changes resistances penetration: +0%(-7%) physical / +0%(-8%) temporal Changes damage: +14% lightning / +0%(-10%) temporal / +0%(-9%) physical Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) Reduces paradox anomalies(equivalent to willpower): +0 (-11) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Elenydig the cashmere robe (2 def, 0 armour) (Main armor)]dreamer's woollen robe of nature (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-2 (-1 eff.)) Changes stats: +0(-3) Mag Changes resistances: +12% darkness / +0%(-3%) temporal / +16% nature / +11%(+8%) mind Changes resistances penetration: +0%(-7%) physical / +0%(-8%) temporal Changes damage: +0%(-10%) temporal / +11% nature / +0%(-9%) physical Physical save: +11 (+6 eff.) Spell save: +10 (+3 eff.) Mental save: +24 (+8 eff.) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) Reduces paradox anomalies(equivalent to willpower): +0 (-11) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Elenydig the cashmere robe (2 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. spiked steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) (-) Fatigue: +14% Damage when hit (Melee): 11 physical Changes stats: +0(-3) Mag Changes resistances: +0%(-3%) mind / +0%(-3%) temporal Changes resistances penetration: +0%(-7%) physical / +0%(-8%) temporal Changes damage: +0%(-9%) physical / +0%(-10%) temporal Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) Reduces paradox anomalies(equivalent to willpower): +0 (-11) A suit of armour made of mail. |
[vs. Girdle of the Calm Waters (Around waist)]blurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Stealth bonus: +6 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Lavaoblivion (9 def, 0 armour) (Cloak)]Cloudfury the linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-8 (-4 eff.)) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 blight Changes stats: +0(-2) Dex / +0(-3) Cun Changes resistances: +0%(-9%) fire Changes damage: +15% blight / +0%(-12%) fire Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Infravision radius: +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Lavaoblivion (9 def, 0 armour) (Cloak)]enveloping linen cloak (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) (-2 (-1 eff.)) Changes stats: +0(-2) Dex / +0(-3) Cun Changes resistances: +0%(-9%) fire Changes damage: +0%(-12%) fire Physical save: +6 (+4 eff.) (-1 (+0 eff.)) Infravision radius: +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Lavaoblivion (9 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. Beazilayon the cashmere cloak (2 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+4 eff.) Armour: +6 Defense: +2 (+1 eff.) (-7 (-4 eff.)) Changes stats: +0(-2) Dex / +2 Mag / +2 Wil / +0(-3) Cun Changes resistances: +0%(-9%) fire Changes resistances penetration: +20% physical Changes damage: +0%(-12%) fire Physical save: +9 (+5 eff.) (+2 (+1 eff.)) Stamina each turn: +0.40 Only die when reaching: -40.00 life Infravision radius: +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
2 nuummite 2 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
5 verdite 5 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+5 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 tiny geode 3 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 hematite 6 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+7 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 carnelian 3 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 small geode 5 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+10 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+10 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. Wintertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (+1) Infravision radius: +0 (-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. |
[vs. Wintertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 (+3) Infravision radius: +0 (-6) Healing mod.: +10% It can be used to call light (106 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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. |
Achievements
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ROMULUS the Sentient Crystal Archmage level 16
65th Dusk 122nd year of Ascendancy at 22:45 see stats
Level 10
Got a character to level 10.By ROMULUS the Sentient Crystal Archmage level 10
4th Dusk 122nd year of Ascendancy at 10:40 see stats
The secret city
Discovered the truth about mages.By ROMULUS the Sentient Crystal Archmage level 9
2nd Summertide 122nd year of Ascendancy at 12:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ROMULUS the Sentient Crystal Archmage level 17
75th Dusk 122nd year of Ascendancy at 22:05 see stats
Log
ROMULUS hits Fire wyrm for 226 lightning damage.
ROMULUS casts Freeze.
ROMULUS casts Freeze.
Fire wyrm resists!
ROMULUS hits Fire wyrm for 155 cold damage.
Lightning is still on cooldown for 1 turns.
Lightning is still on cooldown for 1 turns.
ROMULUS casts Manathrust.
ROMULUS casts Manathrust.
ROMULUS hits Fire wyrm for 208 arcane damage.
Talent Lightning is ready to use.
Manathrust is still on cooldown for 2 turns.
ROMULUS casts Lightning.
ROMULUS casts Lightning.
ROMULUS hits Fire wyrm for 194 lightning damage.
Fire wyrm roars!
Fire wyrm roars!
ROMULUS wanders around!.
Fire wyrm hits ROMULUS for (5 resist armour), 170 physical (170 total damage).
Lightning is still on cooldown for 3 turns.
Lightning is still on cooldown for 3 turns.
Lightning is still on cooldown for 3 turns.
ROMULUS is confused and fails to use Arcane Reconstruction.
Fire wyrm breathes fire!
Fire wyrm breathes fire!
Saving game...




















































































