Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Ashes of Urh'Rok 1.2.4Official Expansion!Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant Rerolls 1.0.4This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Items Vault 1.3.0Donators/Buyers bonus! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Steamtech UI 1.1.4 Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 46 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Xanobretta the giant eel at level 46 on the 9th Haze 125th year of Ascendancy at 17:47 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 95 (base 60) |
| Willpower | 91 (base 60) |
| Cunning | 77 (base 60) |
Resources
| Life | -8/576 |
| Mana | 441/539 |
| Healing Factor | 1 |
| Regeneration | 4.55 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +202.04330184718% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
| See Stealth | 25.567522121678 |
| See Invisible | 32.236646593544 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 34 |
| Crit Chance | 60% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 78% |
| Speed | 1 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 51.5 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | -52.874030497642 (30%) |
| Defense | 24.55 |
| Ranged Defense | 24.55 |
| Fatigue | 1 |
| Physical Save | 0 |
| Spell Save | 0 |
| Mental Save | 0 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Disarm Resistance | 36% |
| Confusion Resistance | 15% |
| Knockback Resistance | 20% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 27% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 448 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 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 1930% over 10 turns and instantly restoring 96 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Fire | 1.40 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Wildfire | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Burning Wake |
| talent | Shielding |
| talent | Wildfire |
| talent | Essence of Speed |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Keen Senses |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | You have an arcane eye observing for you in a radius of 9. Arcane Eye |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The target's spellpower has been increased by 27. Spellsurge |
| detrimental effect | Your body is cauterizing, burning for 33.76 damage each turn. Cauterize |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 4%, and reducing the duration of detrimental timed effects by 20%. Out of Phase |
| beneficial effect | Increases global action speed by 46%. Speed |
| beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +108% arcane resistance. Arcane Storm |
| beneficial effect | The target ignores pain, reducing all damage taken by 18%. Pain Suppression |
| detrimental effect | The target's armour and saves are broken, reducing them by 92. Sunder Armour |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by cold drake. Escort: lost sun paladin (level 1 of Daikara) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Bethotta the orc grand master assassin. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 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. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | 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 within8 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 Maj'Eyal 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 Clear | active |
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 | Curewitch the pair of drakeskin leather boots (0 def, 13 armour) Curewitch the pair of drakeskin leather boots (0 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Armour: +13 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Changes stats: +5 Mag / +6 Wil / +4 Cun Changes resistances: +6% nature Changes damage: +6% nature / +3% light Mana each turn: +0.60 Maximum mana: +55.00 Spell crit. chance: +5% Infravision radius: +3 A pair of boots made of leather. |
| Light source | Chudor ChudorInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+4 eff.) Changes stats: +5 Wil Changes damage: +9% arcane Critical mult.: +11.00% Blindness immunity: +27% Confusion immunity: +15% Mana when firing critical spell: +1.00 Maximum life: +51.00 Light radius: +7 See stealth: +16 See invisible: +10 Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Track, placing all other charms into a 33 cooldown : Effective talent level: 4.0 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | thaloren hardened leather cap of the depths (0 def, 3 armour) thaloren hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Wil Changes resistances: +5% blight / +11% cold Allows you to breathe in: water Mental save: +7 (+6 eff.) A cap made of leather. |
| Tool | iron pickaxe of quickening (dig speed 29 turns) iron pickaxe of quickening (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Xiriabeth the stralite ring Xiriabeth the stralite ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+4 eff.) Physical power: +9 (+4 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Str / +5 Dex / +2 Wil / +6 Cun / +6 Con Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +36% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +28.00 Light radius: +1 Rings can have magical properties. |
| On fingers | mule's stralite ring of perseverance mule's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Maximum encumbrance: +25 Stun/Freeze immunity: +30% Life regen: +1.60 Rings can have magical properties. |
| Around waist | rough leather belt of magery rough leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +4 Mag Spell crit. chance: +4% A belt that goes around your waist. |
| In main hand | elven-wood vilestaff 'Aerylarig' (138% power, 5 apr, fire element) elven-wood vilestaff 'Aerylarig' (138% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn When wielded/worn: Accuracy: +2 (+1 eff.) Changes stats: +5 Wil / +5 Mag Changes resistances: +2% physical Changes damage: -6% darkness / +31% fire Talent granted: +1 Command Staff Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +155.00 Spellpower: +31 (+7 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 57.00 - 68.40 fire damage, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | voratun gauntlets 'Chamethel' (0 def, 11 armour) voratun gauntlets 'Chamethel' (0 def, 11 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 (+7 eff.) Physical power: +6 (+3 eff.) Armour: +11 Damage (Melee): 13 physical Changes damage: +9% physical / +3% temporal Life regen: +2.70 Stamina each turn: +1.60 Mana each turn: +0.32 Maximum stamina: +31.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +7% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+7 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 10 power out of 7/16) : Effective talent level: 5.6 Power cost: 10 out of 7/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 345.67 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
| Cloak | cashmere cloak of conjuring (2 def, 0 armour) cashmere cloak of conjuring (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances penetration: +5% arcane Changes damage: +11% arcane Critical mult.: +15.00% Maximum mana: +59.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Eryruibar the Sunraven Eryruibar the SunravenPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Damage when hit (Melee): 12 nature / 12 temporal Changes stats: +6 Mag Changes resistances: +6% fire Changes resistances penetration: +10% nature / +15% fire Changes damage: +7% temporal / +8% darkness / +9% fire / +8% light / +8% physical Critical mult.: +20.00% Physical save: +23 (+0 eff.) Spell save: +25 (+22 eff.) Mental save: +25 (+22 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Inventory
heroism infusion (+6 for 12 turns, die at -610) heroism infusion (+6 for 12 turns, die at -610)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 12 turns. While Heroism is active, you will only die when reaching -610 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 11 turns, die at -421) heroism infusion (+6 for 11 turns, die at -421)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -421 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 11 turns, die at -461) heroism infusion (+5 for 11 turns, die at -461)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 11 turns. While Heroism is active, you will only die when reaching -461 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 10 turns, die at -344) heroism infusion (+6 for 10 turns, die at -344)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -344 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+9 for 11 turns, die at -389) heroism infusion of the titan (+9 for 11 turns, die at -389)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 11 turns. While Heroism is active, you will only die when reaching -389 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (457% speed; 6 turns) movement infusion (457% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 457% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (455% speed; 7 turns) movement infusion (455% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 455% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (545% speed; 4 turns) movement infusion of the duelist (545% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 545% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (413% speed; 6 turns) movement infusion of the duelist (413% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 413% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (701% speed; 6 turns) movement infusion of the wizard (701% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 701% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 30%; cure mental) wild infusion (resist 30%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 39%; cure mental, physical) wild infusion of the psychic (resist 39%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 or physical effect and reduce all damage taken by 39% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune (absorb 461 for 6 turns) shielding rune (absorb 461 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 461 damage for 6 turns. 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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 49 power out of 60/60. The evilness of undeath radiates from this amulet. |
Isleldara the steel amulet Isleldara the steel amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 16 temporal Changes stats: +4 Dex / +3 Wil / +5 Cun / +4 Con Changes damage: +3% temporal Teleport immunity: +50% Life regen: +0.30 Stamina each turn: +0.40 Movement speed: +10% It can be used to teleport you randomly (rad 32), putting all charms on cooldown for 13 turns. Amulets can have magical properties. |
Layenor the Phoenixglory Layenor the PhoenixgloryCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Damage when hit (Melee): 4 fire Changes stats: +2 Mag / +1 Cun / +1 Con Changes resistances penetration: +15% fire Critical mult.: +16.00% Light radius: +3 Amulets can have magical properties. |
Siloldara the Shockwrack Siloldara the ShockwrackInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning / +5% arcane Stun/Freeze immunity: +28% Amulets can have magical properties. |
Moldpiety MoldpietyInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 nature / 4 physical Changes stats: +2 Con Changes resistances: +40% acid / +12% light Changes damage: +20% acid Maximum encumbrance: +10 Physical save: +30 (+0 eff.) Maximum stamina: +5.00 Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+8 eff.) Mental save: +10 (+9 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
marksman's copper ring of lightning (+20%) marksman's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
pixie's gold ring pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Spellpower: +7 (+2 eff.) Rings can have magical properties. |
savage's stralite ring of lightning (+36%) savage's stralite ring of lightning (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +36% lightning Changes damage: +18% lightning Spell save: +16 (+14 eff.) Maximum stamina: +34.00 Rings can have magical properties. |
stralite ring 'Growthwilter' stralite ring 'Growthwilter'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +32% lightning / +6% fire / +5% arcane / +9% light Changes damage: +16% lightning / +3% nature Rings can have magical properties. |
stralite ring 'Korohell' stralite ring 'Korohell'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Mag Changes resistances penetration: +5% blight Changes damage: +15% arcane Spell save: +21 (+19 eff.) Mana each turn: +0.08 Spellpower: +6 (+2 eff.) Rings can have magical properties. |
stralite ring 'Smolderkiller' stralite ring 'Smolderkiller'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Mag Changes resistances: +6% nature / +9% fire Changes resistances penetration: +5% nature / +20% fire Changes damage: +3% fire Spell save: +12 (+10 eff.) Rings can have magical properties. |
titan's steel ring of life titan's steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+0 eff.) Life regen: +0.70 Maximum life: +53.00 Healing mod.: +16% Rings can have magical properties. |
treant's stralite ring of fire (+7%) treant's stralite ring of fire (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +7% blight / +36% fire / +5% nature Changes damage: +18% fire Poison immunity: +20% Disease immunity: +24% Rings can have magical properties. |
Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 33 power out of 50/50) : Effective talent level: 2.0 Power cost: 33 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 16.59 acid and 16.59 blight damage. If not cleared after five turns it will inflict 225.21 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
Sulfursear (118% power, 7 apr) Sulfursear (118% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +9 (+4 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +1 Wil Changes resistances penetration: +5% blight Critical mult.: +25.00% Disarm immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Sharp, short and deadly. |
Hettaran the living mindstar (113% power, 40 apr, nature damage) Hettaran the living mindstar (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar absorbs psionic energy that needs to be projected. Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag Changes resistances: +25% lightning / +25% fire / +20% cold Changes damage: +17% mind Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Disarm immunity: +10% Only die when reaching: -80.00 life Maximum life: +20.00 Maximum mana: +40.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +11% Healing mod.: +32% Heals friendly targets nearby when you use a nature summon: +36 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Rod of Sarrilon (136% power, 4 apr, physical element) Rod of Sarrilon (136% power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 150% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
dragonbone magestaff of might (136% power, 6 apr, fire element) dragonbone magestaff of might (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Sunmonster' (136% power, 6 apr, temporal element) dragonbone starstaff 'Sunmonster' (136% power, 6 apr, temporal element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +15 (+7 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to blind Changes stats: +2 Dex / +13 Con Changes damage: +30% temporal Talent granted: +1 Command Staff Life regen: +3.30 Spellpower: +32 (+7 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +53% It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 1.3 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 125.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
ancient silk robe of Angolwen (3 def, 0 armour) ancient silk robe of Angolwen (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +11 Mag / +4 Wil Changes resistances penetration: +13% physical / +9% temporal Changes damage: +16% physical / +16% temporal Silence immunity: +40% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +14 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Silagabeth' (0 def, 0 armour) woollen robe 'Silagabeth' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +2 Dex Changes resistances: +1% physical Changes damage: +3% mind Critical mult.: +10.00% Mana each turn: +0.15 Maximum mana: +64.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +7% Mindpower: +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door in range 6, radius 2, costing 20 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
pair of hardened leather boots 'Layira' (0 def, 3 armour) pair of hardened leather boots 'Layira' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 blight Changes stats: +1 Dex / +3 Mag Changes resistances: +11% cold / +11% fire Changes damage: +9% arcane Spellpower on spell critical (stacks up to 3 times): +2 A pair of boots made of leather. |
pair of voratun boots 'Ivymira' (24 def, 5 armour) =50 heal mod= pair of voratun boots 'Ivymira' (24 def, 5 armour) =50 heal mod=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +1 Physical power: +2 (+1 eff.) Armour: +5 Defense: +24 (+12 eff.) Fatigue: +4% Changes stats: +1 Str / +4 Con Changes resistances penetration: +10% temporal Life regen: +10.50 Healing mod.: +50% It can be used to activate talent Evasion, placing all other charms into a 25 cooldown : Effective talent level: 2.7 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them and granting you 20 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Cyromilaith the drakeskin leather cap (0 def, 5 armour) Cyromilaith the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +23 (+10 eff.) Armour: +5 Fatigue: +5% Changes stats: +14 Str / +1 Mag / +26 Wil / +3 Cun / +1 Con Changes resistances: +14% blight / +27% physical / +3% nature / +6% light Physical save: +28 (+0 eff.) Mental save: +15 (+14 eff.) A cap made of leather. |
Glimmerire (0 def, 5 armour) Glimmerire (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 nature Changes stats: +20 Dex / +8 Mag / +6 Wil Changes resistances: +9% fire / +23% darkness / +12% light Changes damage: +20% blight / +18% arcane / +6% light Spell crit. chance: +5% Light radius: +3 Infravision radius: +8 A cap made of leather. |
defender's hardened leather cap of fortune (6 def, 10 armour) defender's hardened leather cap of fortune (6 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +10 Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +10 Lck Changes resistances: +4% all Physical save: +8 (+0 eff.) Spell crit. chance: +5% Mental crit. chance: +5% A cap made of leather. |
grounding hardened leather cap of blood magic (0 def, 3 armour) grounding hardened leather cap of blood magic (0 def, 3 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Wil / +5 Mag Changes resistances: +7% lightning / +7% temporal Changes damage: +11% blight / +11% arcane Spell crit. chance: +3% A cap made of leather. |
starseer's cashmere wizard hat of earthrunes (2 def, 3 armour) starseer's cashmere wizard hat of earthrunes (2 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +3 Con Changes damage: +7% physical / +8% temporal / +11% darkness / +7% light It can be used to activate talent Stone Wall, placing all other charms into a 65 cooldown : Effective talent level: 1.3 Power cost: 65 out of 80/80. Range: 7 Travel Speed: 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 175.25 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
43 alchemist agate 43 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
dwarven-steel pickaxe 'Adumilrada' (dig speed 10 turns) dwarven-steel pickaxe 'Adumilrada' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +2 Str / +3 Dex / +3 Wil Critical mult.: +5.00% Maximum life: +29.00 Maximum mana: +20.00 Maximum stamina: +19.00 Spellpower: +2 (+0 eff.) Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 882.00 fire damage (based on Magic), costing 41 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) Rod of Recall (2/2)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 164 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 25 power out of 17/30. 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. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Bob the basic firefooler the Shalore Archmage level 39
7th Pyre 125th year of Ascendancy at 16:30 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Bob the basic firefooler the Shalore Archmage level 38
4th Pyre 125th year of Ascendancy at 08:46 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Bob the basic firefooler the Shalore Archmage level 42
65th Pyre 125th year of Ascendancy at 23:47 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Bob the basic firefooler the Shalore Archmage level 24
10th Flare 123rd year of Ascendancy at 12:32 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bob the basic firefooler the Shalore Archmage level 8
9th Dusk 122nd year of Ascendancy at 14:59 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Bob the basic firefooler the Shalore Archmage level 41
60th Pyre 125th year of Ascendancy at 13:06 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Bob the basic firefooler the Shalore Archmage level 40
60th Pyre 125th year of Ascendancy at 05:20 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Bob the basic firefooler the Shalore Archmage level 22
64th Regrowth 123rd year of Ascendancy at 11:45 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Bob the basic firefooler the Shalore Archmage level 36
67th Regrowth 125th year of Ascendancy at 22:02 see stats
Got eggs? (Madness (Roguelike) difficulty)
Finish the Pikataclysm event.By Bob the basic firefooler the Shalore Archmage level 31
3rd Haze 124th year of Ascendancy at 22:24 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Bob the basic firefooler the Shalore Archmage level 10
44th Dusk 122nd year of Ascendancy at 07:02 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Bob the basic firefooler the Shalore Archmage level 20
2nd Wintertide 123rd year of Ascendancy at 02:04 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Bob the basic firefooler the Shalore Archmage level 30
1st Dusk 124th year of Ascendancy at 07:29 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Bob the basic firefooler the Shalore Archmage level 40
53rd Pyre 125th year of Ascendancy at 15:15 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Bob the basic firefooler the Shalore Archmage level 22
24th Regrowth 123rd year of Ascendancy at 13:04 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Bob the basic firefooler the Shalore Archmage level 39
48th Pyre 125th year of Ascendancy at 11:45 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Bob the basic firefooler the Shalore Archmage level 16
22nd Haze 122nd year of Ascendancy at 20:25 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Bob the basic firefooler the Shalore Archmage level 41
60th Pyre 125th year of Ascendancy at 16:59 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Bob the basic firefooler the Shalore Archmage level 9
41st Dusk 122nd year of Ascendancy at 18:39 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bob the basic firefooler the Shalore Archmage level 30
51st Dusk 124th year of Ascendancy at 10:48 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bob the basic firefooler the Shalore Archmage level 18
48th Haze 122nd year of Ascendancy at 20:55 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Bob the basic firefooler the Shalore Archmage level 38
2nd Pyre 125th year of Ascendancy at 14:12 see stats
Log
Naga psyren uses Silence.
Bob the basic firefooler is silenced!
Naga myrmidon uses Spit Poison.
Bob the basic firefooler is poisoned!
Naga myrmidon hits Bob the basic firefooler for 113 nature damage.
Bob the basic firefooler's spell attains critical power!
Xanobretta the giant eel is on fire!
Xanobretta the giant eel is knocked back!
Naga psyren is on fire!
Naga psyren resists the punch!
Naga myrmidon is knocked back!
Bob the basic firefooler hits Xanobretta the giant eel for 400 fire damage.
Bob the basic firefooler hits Naga myrmidon for (376 shifted), 0 fire (0 total damage).
Bob the basic firefooler hits Naga psyren for 417 fire damage.
Bob the basic firefooler stops being poisoned.
Bob the basic firefooler's arcane area effect hits Naga myrmidon for 283 arcane damage.
Bob the basic firefooler's arcane area effect hits Bob the basic firefooler for 95 arcane damage.
Bob the basic firefooler's arcane area effect hits Xanobretta the giant eel for 283 arcane damage.
Bob the basic firefooler's cleansing fire area effect hits Naga myrmidon for 52 fire damage.
Bob the basic firefooler's cleansing fire area effect hits Bob the basic firefooler for 1 fire damage.
Bob the basic firefooler's cleansing fire area effect hits Xanobretta the giant eel for 50 fire damage.
Bob the basic firefooler's cleansing fire area effect hits Naga psyren for 52 fire damage.
The fabric of time around Bob the basic firefooler returns to normal.
Cauterize hits Bob the basic firefooler for 34 fire damage.
Burning from Bob the basic firefooler hits Naga psyren for 139 fire damage.
Burning from Bob the basic firefooler hits Xanobretta the giant eel for 134 fire damage.
Xanobretta the giant eel spits acid!
Saving game...
