Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Better Sounds Mod 1.5.10Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net 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: Tough Melinda light 1.5.0Melinda get a small boost so she can survived a little more. + 200 hp +10% resistance to fire and darkness + 15% resistance to acid +20% resistance to blight Note: Melinda may had other resistances or those named before be more highter, Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Quick Drown NPCs AOE 1.5.10 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 13 / 29% |
Size | big |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 33 (base 27) |
Dexterity | 46 (base 39) |
Constitution | 18 (base 10) |
Magic | 13 (base 10) |
Willpower | 10 (base 10) |
Cunning | 12 (base 12) |
Resources
Life | 437/437 |
Mana | 172/172 |
Stamina | 110/110 |
Healing Factor | 1.203829787234 |
Regeneration | 8.8481489361699 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 15.703251193202 |
See Invisible | 15.703251193202 |
Offense: Mainhand
Damage | 93 |
Accuracy | 30 |
Crit Chance | 8% |
APR | 10 |
Speed | 0.80 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Lightning | +10% |
Physical | +14% |
Temporal | +23% |
Offense: Damage Penetration
Physical | +8% |
Temporal | +9% |
Defense: Base
Armour (hardiness) | 20 (38.536585365854%) |
Defense | 33 |
Ranged Defense | 38 |
Fatigue | 2.669446550417 |
Physical Save | 29 |
Spell Save | 20 |
Mental Save | 20 |
Defense: Resistances
Blight | + 3%( 70%) |
Lightning | + 20%( 70%) |
Nature | + 20%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Effects
talent | Trained Reactions |
talent | Intuitive Shots |
talent | Concealment |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | [vs. Yaryrain (0 def, 3 armour) (On feet)] Yaryrain (0 def, 3 armour)Yaryrain (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-30) item temporal energize Changes resistances: +3%(-) blight Changes damage: +15%(-) temporal Stamina each turn: +0.30 (-) Maximum stamina: +14.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | [vs. deadly quiver of yew arrows of erosion (17/17, 45.5-63.7 power, 10 apr) (Quiver)] deadly quiver of yew arrows of erosion (17/17, 45.5-63.7 power, 10 apr)deadly quiver of yew arrows of erosion (17/17, 45.5-63.7 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 45.5 - 63.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (-) Crit. chance: +2.0% (-) Capacity: 17 (-) Damage (Ranged): +12(-) nature / +8(-) temporal Arrows are used with bows to pierce your foes to death. |
Light source | [vs. bright brass lantern of health (Light source)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. Beleta (0 def, 7 armour) (On head)] Beleta (0 def, 7 armour)Beleta (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% (-) Armour: +7 (-) Fatigue: +5% (-) Damage when hit (Melee): 8(-) arcane Changes stats: +5(-) Con Physical save: +10 (+5 eff.) (-) Infravision radius: +2 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | [vs. Nerida [power 16] (20 cooldown) (Tool)] Nerida [power 16] (20 cooldown)Nerida [power 16] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +9 (+4 eff.) (-) Ranged Defense: +9 (+5 eff.) (-) Disease immunity: +10% (-) Pinning immunity: +20% (-) It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | [vs. savior's copper ring of lightning (+20%) (On fingers, 1 of 2)] savior's copper ring of lightning (+20%)savior's copper ring of lightning (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20%(-) lightning Changes damage: +10%(-) lightning Physical save: +6 (+3 eff.) (-) Spell save: +7 (+7 eff.) (-) Mental save: +7 (+7 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. savior's copper ring of lightning (+20%) (On fingers, 1 of 2)] titan's copper ring of nature (+20%)titan's copper ring of nature (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% nature / +0%(-20%) lightning Changes damage: +10% nature / +0%(-10%) lightning Physical save: +6 (+3 eff.) (-) Spell save: +0 (+0 eff.) (-7 (-7 eff.)) Mental save: +0 (+0 eff.) (-7 (-7 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | [vs. rough leather belt of the giants (Around waist)] rough leather belt of the giantsrough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) (-) Spell save: +5 (+5 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
In main hand | [vs. warden's elven-wood longbow (In main hand)] warden's elven-wood longbowwarden's elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +9 (-) When wielded/worn: Ammo reloads per turn: +3 (-) Changes stats: +3(-) Mag Changes resistances penetration: +9%(-) temporal / +8%(-) physical Changes damage: +8%(-) temporal / +14%(-) physical Talent masteries: +0.15(-) Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
On hands | [vs. heroic iron gauntlets (0 def, 4 armour) (On hands)] heroic iron gauntlets (0 def, 4 armour)heroic iron gauntlets (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 (-) Mental save: +6 (+6 eff.) (-) Maximum life: +40.00 (-) Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | [vs. troll-hide cured leather armour of Toknor (2 def, 4 armour) (Main armor)] troll-hide cured leather armour of Toknor (2 def, 4 armour)troll-hide cured leather armour of Toknor (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +5 (+2 eff.) (-) Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Critical mult.: +11.00% (-) Life regen: +6.10 (-) Maximum life: +30.00 (-) Healing mod.: +14% (-) A suit of armour made of leather. |
Cloak | [vs. Cloak of Deception (Cloak)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+5 eff.) (-) Mindpower: +5 (+5 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | [vs. restful copper amulet (Around neck)] restful copper amuletrestful copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% (-) Life regen: +1.00 (-) Amulets can have magical properties. |
Inventory
manasurge rune of the duelist (822% regen over 10 turns; 41 instant mana) manasurge rune of the duelist (822% regen over 10 turns; 41 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 822% for 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Phase Door [phase door rune (range 10; power 15; dur 5)] (on body)] phase door rune (range 5; power 16; dur 3)phase door rune (range 5; power 16; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9(+2) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5(-5). Afterwards you stay out of phase for 3(-2) turns. In this state all new negative status effects duration is reduced by 16%(+1%), your defense is increased by 16(+1) and all your resistances by 16%(+1%). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. restful copper amulet (Around neck)] cleansing copper amuletcleansing copper amulet Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes resistances: +12% nature / +11% blight Poison immunity: +20% Disease immunity: +20% Life regen: +0.00 (-1.00) Amulets can have magical properties. |
[vs. savior's copper ring of lightning (+20%) (On fingers, 1 of 2)] copper ring of nature (+20%)copper ring of nature (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature / +0%(-20%) lightning Changes damage: +10% nature / +0%(-10%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-7 (-7 eff.)) Mental save: +0 (+0 eff.) (-7 (-7 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's copper ring of lightning (+20%) (On fingers, 1 of 2)] wizard's copper ring of aether (+11%)wizard's copper ring of aether (+11%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% arcane / +0%(-20%) lightning Changes damage: +11% arcane / +0%(-10%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +4 (+4 eff.) (-3 (-3 eff.)) Mental save: +0 (+0 eff.) (-7 (-7 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's copper ring of lightning (+20%) (On fingers, 1 of 2)] rogue's steel ring of blight (+11%)rogue's steel ring of blight (+11%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +11% blight / +0%(-20%) lightning Changes damage: +11% blight / +0%(-10%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-7 (-7 eff.)) Mental save: +0 (+0 eff.) (-7 (-7 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warden's elven-wood longbow (In main hand)] SurefireSurefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% (+8%) Firing range: +9 (-) When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +5.0% Ammo reloads per turn: +0 (-3) Changes stats: +3 Dex / +0(-3) Mag Changes resistances penetration: +0%(-9%) temporal / +0%(-8%) physical Changes damage: +0%(-8%) temporal / +5%(-9%) physical Talent mastery: +0.00(-0.15) Chronomancy / Bow Threading It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
[vs. deadly quiver of yew arrows of erosion (17/17, 45.5-63.7 power, 10 apr) (Quiver)] blazing quiver of elm arrows of erosion (17/17, 15-21 power, 5 apr)blazing quiver of elm arrows of erosion (17/17, 15-21 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0(-30.5 - -42.7) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-5) Crit. chance: +1.0% (-1.0%) Capacity: 17 (-) Damage (Ranged): +9(+1) temporal / +9(-3) nature / +17 fire Burst (radius 2) on crit: +9 fire Arrows are used with bows to pierce your foes to death. |
[vs. troll-hide cured leather armour of Toknor (2 def, 4 armour) (Main armor)] dreamer's woollen robe (0 def, 0 armour)dreamer's woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-7%) Changes resistances: +15% mind / +12% darkness Critical mult.: +0.00% (-11.00%) Physical save: +12 (+6 eff.) Spell save: +11 (+5 eff.) Mental save: +25 (+12 eff.) Life regen: +0.00 (-6.10) Maximum life: +0.00 (-30.00) Healing mod.: +0% (-14%) 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. troll-hide cured leather armour of Toknor (2 def, 4 armour) (Main armor)] radiant cured leather armour (2 def, 4 armour)radiant cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +10% blight / +13% darkness Critical mult.: +0.00% (-11.00%) Life regen: +0.00 (-6.10) Maximum life: +0.00 (-30.00) Light radius: +1 Healing mod.: +0% (-14%) A suit of armour made of leather. |
[vs. troll-hide cured leather armour of Toknor (2 def, 4 armour) (Main armor)] volcanic cured leather armour of the deep (2 def, 11 armour)volcanic cured leather armour of the deep (2 def, 11 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +11 (+7) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +6% acid / +13% fire / +7% cold / +11% physical Allows you to breathe in: water Critical mult.: +0.00% (-11.00%) Life regen: +0.00 (-6.10) Maximum life: +0.00 (-30.00) Healing mod.: +0% (-14%) A suit of armour made of leather. |
[vs. Cloak of Deception (Cloak)] Olulathad the Brightvengeance (1 def, 0 armour)Olulathad the Brightvengeance (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +1 (+1 eff.) Changes stats: +1 Str / +3 Mag / +4 Cun / +4 Con Changes resistances: +6% fire Grants telepathy: Humanoid/Orc Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-5 eff.)) See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cloak of Deception (Cloak)] linen cloak 'Sunglean' (1 def, 6 armour)linen cloak 'Sunglean' (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +18% fire / +12% cold Changes resistances penetration: +10% fire Changes damage: +6% fire Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-5 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Yaryrain (0 def, 3 armour) (On feet)] undeterred pair of rough leather boots of uncanny dodging (2 def, 1 armour)undeterred pair of rough leather boots of uncanny dodging (2 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% (-1%) Damage (Melee): 0(-30) item temporal energize Changes resistances: +0%(-3%) blight Changes damage: +0%(-15%) temporal Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +23% Stamina each turn: +0.00 (-0.30) Maximum stamina: +0.00 (-14.00) A pair of boots made of leather. |
[vs. Yaryrain (0 def, 3 armour) (On feet)] Neredhevena the pair of iron boots (0 def, 3 armour)Neredhevena the pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Damage (Melee): 0(-30) item temporal energize Changes resistances: +6% lightning / +9% temporal / +5% arcane / +0%(-3%) blight Changes resistances penetration: +15% acid Changes damage: +15% acid / +0%(-15%) temporal Stamina each turn: +0.00 (-0.30) Maximum stamina: +0.00 (-14.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Yaryrain (0 def, 3 armour) (On feet)] miner's pair of iron boots (0 def, 8 armour)miner's pair of iron boots (0 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 (+5) Fatigue: +2% (-) Damage (Melee): 0(-30) item temporal energize Changes resistances: +0%(-3%) blight Changes damage: +0%(-15%) temporal Stamina each turn: +0.00 (-0.30) Maximum stamina: +0.00 (-14.00) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. heroic iron gauntlets (0 def, 4 armour) (On hands)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-2) Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Maximum life: +0.00 (-40.00) Mindpower: +2 (+2 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 24.03 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. heroic iron gauntlets (0 def, 4 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-4) Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Poison immunity: +20% Maximum life: +0.00 (-40.00) Mindpower: +2 (+2 eff.) These gloves are coated with a thick, green liquid. |
[vs. heroic iron gauntlets (0 def, 4 armour) (On hands)] storm rough leather gloves (0 def, 1 armour)storm rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-3) Damage (Melee): 5 lightning Changes resistances: +6% lightning Changes damage: +3% lightning Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Maximum life: +0.00 (-40.00) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Beleta (0 def, 7 armour) (On head)] clarifying linen wizard hat of frost (+15%) (1 def, 0 armour)clarifying linen wizard hat of frost (+15%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-7) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Damage when hit (Melee): 0(-8) arcane Changes stats: +2 Cun / +0(-5) Con Changes resistances: +15% cold Changes damage: +10% cold Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +6 (+3 eff.) Infravision radius: +0 (-2) A pointy cloth hat, very wizardly... |
[vs. Beleta (0 def, 7 armour) (On head)] mindwoven linen wizard hat of lightning (+15%) (1 def, 0 armour)mindwoven linen wizard hat of lightning (+15%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-7) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Damage when hit (Melee): 0(-8) arcane Changes stats: +0(-5) Con Changes resistances: +15% lightning Changes damage: +10% lightning Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Psi each turn: +0.11 Mindpower: +2 (+2 eff.) Mental crit. chance: +2% Infravision radius: +0 (-2) A pointy cloth hat, very wizardly... |
[vs. Beleta (0 def, 7 armour) (On head)] stabilizing linen wizard hat of darkness (+15%) (1 def, 0 armour)stabilizing linen wizard hat of darkness (+15%) (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-7) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Damage when hit (Melee): 0(-8) arcane Changes stats: +0(-5) Con / +2 Wil Changes resistances: +15% darkness Changes damage: +10% darkness Physical save: +6 (+3 eff.) (-4 (-2 eff.)) Infravision radius: +0 (-2) A pointy cloth hat, very wizardly... |
[vs. Beleta (0 def, 7 armour) (On head)] Aerogorn the rough leather cap (0 def, 1 armour)Aerogorn the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +1 (-6) Fatigue: +1% (-4%) Damage when hit (Melee): 0(-8) arcane / 12 temporal Changes stats: +3(-2) Con Changes resistances: +6% mind Changes resistances penetration: +15% mind / +5% temporal Changes damage: +3% mind Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Infravision radius: +0 (-2) A cap made of leather. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. bright brass lantern of health (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Maximum life: +0.00 (-40.00) Light radius: +4 (-1) Healing mod.: +10% It can be used to call light (50 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Nerida [power 16] (20 cooldown) (Tool)] iron pickaxe of endurance (dig speed 38 turns)iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-9 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-5 eff.)) Fatigue: -5% Changes stats: +2 Str Disease immunity: +0% (-10%) Pinning immunity: +0% (-20%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Nerida [power 16] (20 cooldown) (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-9 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +5 Wil Mental save: +10 (+5 eff.) Disease immunity: +0% (-10%) Pinning immunity: +0% (-20%) Mindpower: +5 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (1/1) Rod of Asphyxiation (1/1)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 25 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Nerida [power 16] (20 cooldown) (Tool)] Lelodunadas the iron torque of mindblast [power 89] (6 cooldown)Lelodunadas the iron torque of mindblast [power 89] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-9 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-5 eff.)) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 blight Changes resistances: +3% blight Changes resistances penetration: +15% acid Changes damage: +9% acid Disease immunity: +0% (-10%) Pinning immunity: +0% (-20%) It can be used to fire a blast of psionic energies in a range 6 beam dealing 44.50 to 89.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. Nerida [power 16] (20 cooldown) (Tool)] Silathra [power 25] (20 cooldown)Silathra [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-9 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +3 Wil / +1 Mag Changes damage: +3% temporal Disease immunity: +0% (-10%) Pinning immunity: +0% (-20%) Mana when firing critical spell: +1.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Nerida [power 16] (20 cooldown) (Tool)] steel torque of mindblast [power 133] (6 cooldown)steel torque of mindblast [power 133] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-9 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-5 eff.)) Disease immunity: +0% (-10%) Pinning immunity: +0% (-20%) It can be used to fire a blast of psionic energies in a range 6 beam dealing 66.50 to 133.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Nerida [power 16] (20 cooldown) (Tool)] warded ash wand of trap destruction [power 38] (15 cooldown)warded ash wand of trap destruction [power 38] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-9 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-5 eff.)) Maximum wards: +2 lightning / +1 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward Disease immunity: +0% (-10%) Pinning immunity: +0% (-20%) It can be used to disarm traps (38 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Islevea the Skeleton Archer level 13
52nd Dusk 122nd year of Ascendancy at 14:18 see stats
By Islevea the Skeleton Archer level 10
28th Dusk 122nd year of Ascendancy at 17:11 see stats
By Islevea the Skeleton Archer level 12
44th Dusk 122nd year of Ascendancy at 15:48 see stats
By Islevea the Skeleton Archer level 9
24th Dusk 122nd year of Ascendancy at 13:07 see stats
Log
Ran for 3 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
There is nowhere left to explore.
You gain 0.71 gold from the transmogrification of insulating rough leather cap of strength (+3) (0 def, 1 armour).
You gain 3.87 gold from the transmogrification of starseer's linen wizard hat of knowledge (1 def, 0 armour).
You gain 3.22 gold from the transmogrification of restful rough leather gloves of magic (+3) (0 def, 1 armour).
You gain 2.80 gold from the transmogrification of duelist's cured leather armour of cold resistance (5 def, 6 armour).
You gain 0.98 gold from the transmogrification of cleansing cured leather armour of fire resistance (2 def, 4 armour).
You gain 0.85 gold from the transmogrification of spellwoven woollen robe of darkness (+16%) (0 def, 0 armour).
You gain 2.24 gold from the transmogrification of creative thorny mindstar of the jelly (8-8.8 power, 24 apr, nature damage).
You gain 3.37 gold from the transmogrification of caller's thorny mindstar of the jelly (7.5-8.25 power, 24 apr, mind damage).
You gain 2.21 gold from the transmogrification of truestriking dwarven-steel dagger (20.5-26.65 power, 7 apr).
You gain 2.76 gold from the transmogrification of balanced steel dagger of persecution (11.5-14.95 power, 6 apr).
You gain 0.84 gold from the transmogrification of regeneration infusion of the wizard (heal 142 over 5 turns).
You gain 0.77 gold from the transmogrification of regeneration infusion of the duelist (heal 218 over 5 turns).
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.
Today is the 60th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Islevea deactivates Intuitive Shots.
Islevea deactivates Trained Reactions.
Islevea deactivates Concealment.