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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official 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.
ZOmnibus Addon Pack 1.7.4Combines 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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Better Item Description 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Cultist of Entropy |
Level / Exp | 47 / 66% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 36 (base 22) |
Dexterity | 39 (base 10) |
Constitution | 64 (base 51) |
Magic | 79 (base 60) |
Willpower | 23 (base 10) |
Cunning | 82 (base 60) |
Resources
Life | 977/977 |
Mana | 393/393 |
Insanity | 0/100 |
Vim | 284/284 |
Healing Factor | 1.3493965053824 |
Regeneration | 11.132521169405 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 10 |
Infravision | 4 |
See Stealth | 8 |
See Invisible | 26 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 47 |
Accuracy | 36 |
Crit Chance | 27% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Blight | +11% |
Arcane | +24% |
Mind | +8% |
All | 0% |
Darkness | +83% |
Light | +21% |
Temporal | +23% |
Physical | +13% |
Lightning | +48% |
Offense: Damage Penetration
Acid | +35% |
Temporal | +71% |
Arcane | +44% |
Darkness | +97% |
All | +25% |
Defense: Base
Armour (hardiness) | 56.695779770971 (69.823135475018%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 39 |
Mental Save | 31 |
Defense: Resistances
Acid | + 55%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 51%( 70%) |
All | + 35%( 70%) |
Darkness | + 70%( 70%) |
Light | + 45%( 70%) |
Temporal | + 44%( 70%) |
Physical | + 56%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 44%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Stun Resistance | 98% |
Confusion Resistance | 16% |
Silence Resistance | 42% |
Instadeath Resistance | 100% |
Blind Resistance | 54% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 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 mental and magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1018% 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 Magic stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Demented / Oblivion | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Chronophage | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Revelation |
talent | Twofold Curse |
talent | Chant of Fortress |
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Void Stars |
talent | Premonition |
talent | Atrophy |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Marus of Elvala's elixir of mastery · Ungrol of Last Hope's elixir of foundations |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by Xerawen the skeleton warrior. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost defiler from death by Ivuta the master vampire. Escort: lost defiler (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Xeridhera the barrow wight. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glorebrerin the giant fire ant. Escort: lost warrior (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1159. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vampire lord fang. * You've found the needed faerlhing fang. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Ignore resists +13% darkness +12% temporal defense ------ Armor +4 Fatigue +3% Resistance +15% darkness +15% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +15% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Master/Psionic While equipped: Stats +4 Wil offense ------ Mind Crit +6% Mindpower +5 (+1 eff.) Damage +8% mind +15% lightning When Hit 4 fire defense ------ Resistance +6% fire Mind save +7 (+4 eff.) Blind Resist +20% Confus Resist +16% other ------- Light +9 See Stealth +8 See Invisibility +13 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +7 Str +15 Dex +2 Mag defense ------ Armor +5 Fatigue +5% Resistance +6% cold +4% physical Life +100.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 196.8 Physical damage. If the attack hits, the target is confused (37% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 56% * 20% chance to reduce damage dealt by 24% defense ------ Resistance +24% acid +18% nature +6% darkness Setup a psionic shield, reducing all damage taken by 107 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun offense ------ On-Hit 13 physical On-Ranged-Hit 18 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 29 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 29 defense ------ Stun Resist +30% other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +8 Dex +2 Wil +4 Cun +4 Con offense ------ Damage +13% physical defense ------ Defense +8 (+2 eff.) Resistance +13% physical Life Regen +4.00 Stun Resist +28% Can be unequipped or rerolled. 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. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: offense ------ Critical power +15.00% Physical Power +15 (+7 eff.) defense ------ Armor +2 Defense +19 (+4 eff.) Resistance +8% acid +2% physical +5% light +10% darkness +8% fire +7% cold +7% lightning Stealth +8 Unlife -40.00 life A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 146% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +26.00% Spellpower +31 (+7 eff.) On-Hit 27 fire Damage +40% darkness Ignore resists +15% darkness +5% arcane Ignore Shields +21% On-Hit (Melee): * 10% chance to reduce damage dealt by 24% defense ------ Defense +15 (+3 eff.) Resistance +3% darkness Shield Power +16% other ------- Max positive +15.00 Max negative +15.00 See Invisibility +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun offense ------ On-Hit 8 blight 13 light Damage +11% blight +7% light Ignore resists +10% acid Accuracy +9 (+3 eff.) defense ------ Armor +7 Fatigue +5% Resistance +9% blight +12% cold +11% darkness +11% light Life Regen +4.00 Disease Resist +20% other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Mag +6 Wil +9 Cun offense ------ Spell Crit +9% Spellpower +21 (+5 eff.) Spellpower/crit +5 Damage +33% lightning +14% light +11% darkness defense ------ Resistance +45% lightning +15% all Crit Resistance 10.00% Silence Resist +42% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +5 Dex +9 Con offense ------ Spell Crit +6% Critical power +24.00% Spellpower +9 (+2 eff.) Damage +24% arcane +9% darkness Ignore resists +14% arcane +10% darkness defense ------ Defense +3 (+0 eff.) Resistance +9% darkness Spell save +6 (+2 eff.) other ------- Stamina/turn +1.40 Max mana +72.00 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag offense ------ Mind Crit +7% Mindpower +25 (+8 eff.) Accuracy +10 (+3 eff.) defense ------ Resistance +26% lightning Stun Resist +40% other ------- Mana/turn +0.20 Mana-on-crit +2.00 Max stamina +30.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 859% 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 Constitution 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 |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Spellpower +15 (+3 eff.) Spellpower/crit +10 Damage +9% arcane +12% lightning defense ------ Resistance +9% physical other ------- Stamina/turn +0.50 Vim-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +2 Mag +4 Cun +4 Con offense ------ Spellpower/crit +4 Move Speed +10% defense ------ Fatigue -5% Resistance +12% mind Life Regen +2.00 Confus Resist +20% other ------- Stamina/turn +0.40 Mana-on-crit +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Lck +1 Wil offense ------ Accuracy +9 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Defense +10 (+2 eff.) Fatigue -6% Physical save +14 (+5 eff.) Spell save +15 (+5 eff.) Mind save +16 (+8 eff.) Resist unseen 14% Life Regen +2.00 other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (165). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +17% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 2.5 Power cost 50 out of 80/80. Range melee/personal Cooldown: 37 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Dex +5 Cun offense ------ Physical Crit +3.0% Damage +12% darkness Ignore resists +20% darkness Accuracy +6 (+2 eff.) defense ------ Resistance +9% cold Life Regen +4.00 Teleport Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% nature defense ------ Armor +6 Resistance +22% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +12% lightning defense ------ Resistance +24% lightning Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex +1 Mag +4 Con offense ------ Critical power +5.00% Mindpower +5 (+1 eff.) Damage +14% mind Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Resistance +14% mind other ------- Max psi +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +13 (+5 eff.) Stun Resist +30% other ------- Max stamina +27.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +3 Dex +7 Wil +6 Cun +15 Con offense ------ Physical Power +9 (+5 eff.) Mindpower +12 (+4 eff.) Damage +3% physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Defense +10 (+2 eff.) Resistance +1% physical Physical save +14 (+5 eff.) other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag offense ------ Spellpower +6 (+1 eff.) Damage +10% light defense ------ Resistance +20% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +7 Con offense ------ Physical Power +9 (+5 eff.) Spellpower +5 (+1 eff.) Damage +9% blight +15% cold Ignore Shields +30% defense ------ Fatigue -4% Resistance +6% blight +30% cold other ------- Encumbrance +26 Mana/turn +0.12 Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Wil +2 Mag offense ------ Spell Crit +12% Critical power +5.00% Spellpower +29 (+7 eff.) Damage +30% cold Ignore resists +15% arcane defense ------ Physical save +11 (+4 eff.) Spell save +12 (+4 eff.) Mind save +9 (+5 eff.) other ------- Mana/turn +0.59 Mana-on-crit +2.00 Max mana +81.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +38% Critical power +16.00% Spellpower +15 (+3 eff.) Damage +12% arcane +30% fire When Hit 4 fire defense ------ Defense +5 (+1 eff.) Life Regen +4.00 Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Mag offense ------ Physical Crit +8.0% Spell Crit +9% Physical Power +11 (+5 eff.) Spellpower +32 (+8 eff.) Damage +30% temporal +30% light +30% physical +6% blight +12% fire +9% arcane +30% darkness Ignore resists +10% arcane +5% fire Accuracy +15 (+5 eff.) When Hit 4 fire defense ------ Armor +7 Defense +6 (+1 eff.) other ------- Wards +2 physical +2 temporal +2 darkness +2 light Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +34 (+8 eff.) Damage +6% blight +30% arcane +6% lightning Ignore resists +15% blight When Hit 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal other ------- Mana/turn +0.65 Max mana +71.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Con offense ------ Spell Crit +5% Spellpower +25 (+6 eff.) Damage +9% fire +30% physical Ignore resists +20% fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Armor +12 Hardiness +5% Resistance +9% mind +15% physical Physical save +10 (+4 eff.) Life Regen +1.80 Healmod +28% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic/Unknown Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Wil, 30% Mag Damage Darkness Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+3 eff.) Mindpower +12 (+4 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 40 [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+7 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +3.0% defense ------ Armor +10 Defense +30 (+7 eff.) Fatigue +8% Resistance +13% acid +3% temporal +3% light +17% cold +27% fire Spell save +6 (+2 eff.) Life Regen +5.40 other ------- Stamina/turn +1.90 Breathe water A suit of armour made of leather. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +5.0% Critical power +13.00% Physical Power +6 (+3 eff.) Spellpower +10 (+2 eff.) Accuracy +30 (+10 eff.) defense ------ Armor +8 Fatigue -9% Physical save +6 (+2 eff.) Mind save +12 (+6 eff.) other ------- Encumbrance +52 Stamina/turn +1.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Mag +19 Wil +7 Cun offense ------ Spell Crit +5% Mindpower +11 (+3 eff.) Damage +9% nature Ignore resists +15% acid +10% nature Against +38% Summoned When Hit 10 acid 8 nature defense ------ Resist Against +33% Summoned Physical save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Physical Crit +17.0% Mind Crit +11% Critical power +14.00% Physical Power +6 (+3 eff.) Damage +6% acid Ignore resists +5% temporal When Hit 6 temporal On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Armor +11 Create a temporary shield that absorbs 288 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 2.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 179.09 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str offense ------ Spell Crit +5% Critical power +12.00% Spellpower +5 (+1 eff.) Damage +8% arcane Ignore resists +8% arcane defense ------ Armor +7 Defense +7 (+1 eff.) Resistance +9% light +19% cold Physical save +7 (+3 eff.) Life Regen +2.00 Confus Resist +20% other ------- Max mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 217 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +9 Str +27 Dex +5 Con offense ------ Damage +9% physical Ignore resists +5% darkness +15% temporal When Hit 4 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Armor +5 Defense +35 (+8 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Size +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +10 Cun +12 Wil offense ------ Damage +9% darkness +9% mind Ignore resists +5% darkness +15% mind When Hit 2 mind 2 darkness defense ------ Armor +5 Resistance +11% fire +12% cold Physical save +24 (+8 eff.) Spell save +23 (+8 eff.) Mind save +16 (+8 eff.) A pair of boots made of leather. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: offense ------ Spell Crit +6% Spellpower +12 (+3 eff.) On-Hit 8 blight Damage +5% blight +9% acid Ignore resists +25% acid defense ------ Armor +7 Resistance +9% blight +5% arcane Mind save +12 (+6 eff.) Life +80.00 other ------- Mana/turn +0.27 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. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +8 Wil +3 Con offense ------ Critical power +15.00% On-Hit 13 lightning 8 physical Damage +8% lightning +9% physical defense ------ Armor +11 Resistance +9% lightning +3% fire Disarm Resist +32% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +2 Masteries +0.20 Technique/Grappling 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. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +15 Con offense ------ Physical Crit +19.0% Spell Crit +18% Mind Crit +15% Critical power +13.00% Ignore resists +25% cold Accuracy +5 (+2 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Armor +18 Hardiness +12% Resistance +6% cold +10% physical Physical save +9 (+3 eff.) Mind save +8 (+4 eff.) Disarm Resist +41% 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. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +10 Wil offense ------ Mind Crit +7% Ignore resists +15% temporal On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Defense +3 (+0 eff.) Resistance +6% temporal Shield Power +15% Mind save +25 (+11 eff.) Life Regen +5.80 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- EQ when Hit +2.00 Psi when Hit +2.60 Hate when Hit +2.80 Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 154 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +13 Dex +7 Cun +9 Con offense ------ Damage +9% blight When Hit 6 acid On-Hit (Melee): * 20% chance to reduce armor by 40% * 10% chance to reduce strength, dexterity, and constitution by 30 defense ------ Armor +5 Fatigue +5% Resistance +12% acid +12% fire +11% lightning +15% cold Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 196.8 Physical damage. If the attack hits, the target is confused (37% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +12 Dex +11 Cun offense ------ Damage +15% lightning +9% arcane Accuracy +8 (+3 eff.) Ignore Armor +7 When Hit 8 lightning When Hit: * 17% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +9 (+2 eff.) Fatigue +5% Resistance +5% arcane Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 196.8 Physical damage. If the attack hits, the target is confused (37% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 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. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Ignore resists +20% mind When Hit 19 fire defense ------ Defense +30 (+7 eff.) Resistance +12% lightning +15% temporal +6% light +8% fire +6% cold Spell save +9 (+3 eff.) Life +100.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +3 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+3 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 266/400 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. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 32 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Mag +2 Con offense ------ Damage +6% cold Ignore resists +20% acid Fire a magical bolt dealing 155 lightning damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +10% light On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Resistance +15% acid +9% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 82 lightning damage and will be dazed for 1 turn (411 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Chudson the Higher Cultist of Entropy level 42
74th Haze 123rd year of Ascendancy at 10:18 see stats
By Chudson the Higher Cultist of Entropy level 42
71st Haze 123rd year of Ascendancy at 16:08 see stats
By Chudson the Higher Cultist of Entropy level 46
10th Decay 123rd year of Ascendancy at 17:28 see stats
By Chudson the Higher Cultist of Entropy level 45
3rd Decay 123rd year of Ascendancy at 13:51 see stats
By Chudson the Higher Cultist of Entropy level 33
49th Pyre 123rd year of Ascendancy at 13:10 see stats
By Chudson the Higher Cultist of Entropy level 31
70th Regrowth 123rd year of Ascendancy at 09:27 see stats
By Chudson the Higher Cultist of Entropy level 17
46th Dusk 122nd year of Ascendancy at 19:22 see stats
By Chudson the Higher Cultist of Entropy level 44
80th Haze 123rd year of Ascendancy at 08:08 see stats
By Chudson the Higher Cultist of Entropy level 33
49th Pyre 123rd year of Ascendancy at 19:29 see stats
By Chudson the Higher Cultist of Entropy level 30
7th Decay 122nd year of Ascendancy at 12:18 see stats
By Chudson the Higher Cultist of Entropy level 23
57th Haze 122nd year of Ascendancy at 09:25 see stats
By Chudson the Higher Cultist of Entropy level 30
4th Allure 123rd year of Ascendancy at 16:05 see stats
By Chudson the Higher Cultist of Entropy level 46
9th Decay 123rd year of Ascendancy at 11:38 see stats
By Chudson the Higher Cultist of Entropy level 34
73rd Pyre 123rd year of Ascendancy at 08:26 see stats
By Chudson the Higher Cultist of Entropy level 10
3rd Mirth 122nd year of Ascendancy at 07:36 see stats
By Chudson the Higher Cultist of Entropy level 20
69th Dusk 122nd year of Ascendancy at 10:54 see stats
By Chudson the Higher Cultist of Entropy level 30
7th Decay 122nd year of Ascendancy at 12:03 see stats
By Chudson the Higher Cultist of Entropy level 40
50th Haze 123rd year of Ascendancy at 07:41 see stats
By Chudson the Higher Cultist of Entropy level 30
8th Allure 123rd year of Ascendancy at 05:27 see stats
By Chudson the Higher Cultist of Entropy level 34
54th Dusk 123rd year of Ascendancy at 07:54 see stats
By Chudson the Higher Cultist of Entropy level 44
80th Haze 123rd year of Ascendancy at 09:26 see stats
By Chudson the Higher Cultist of Entropy level 10
4th Mirth 122nd year of Ascendancy at 14:07 see stats
By Chudson the Higher Cultist of Entropy level 31
17th Pyre 123rd year of Ascendancy at 09:11 see stats
By Chudson the Higher Cultist of Entropy level 16
35th Dusk 122nd year of Ascendancy at 05:00 see stats
By Chudson the Higher Cultist of Entropy level 23
53rd Haze 122nd year of Ascendancy at 02:00 see stats
By Chudson the Higher Cultist of Entropy level 15
29th Dusk 122nd year of Ascendancy at 20:58 see stats
By Chudson the Higher Cultist of Entropy level 41
70th Haze 123rd year of Ascendancy at 18:09 see stats
Log
Saving done.
There is a Backdoor to the Vor Armoury here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 4th Allure of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
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Today is the 5th Allure of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
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Today is the 6th Allure of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
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There is a Gates of Morning (Town) here (press '' or right click to use).
Today is the 7th Allure of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
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There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
Saving game...
Saving done.